Program and game device
By introducing combined game elements and action execution mechanisms into multi-part games, the problem of players not being interested in certain game parts is solved, and the game is highly fun and interactive.
Patent Information
- Application Number
- JP2024047357
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2025-05-08
- Estimated Expiration
- 2044-03-22
AI Technical Summary
In existing multi-part games, players are often interested in some parts but not paying much attention to other parts, resulting in less fun in the game.
By introducing a program into the game, using computer functions to organize a combination of the first type of game elements and the second type of game elements, perform the execution of the action part and the combat part, and assign new second type of game elements to the player according to the results of the action part, thereby enhancing the fun of the game.
Through dynamic changes and interactive mechanisms, the game is made more interesting and the player's participation and game experience are increased.
Smart Images

Figure 0007673281000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] In recent years, games have become known that are configured so that a user can play each of a plurality of parts. When a game is configured so that a player can play each of the multiple parts, depending on the nature of the game or the settings of the game, the player may frequently play a particular part while seldom playing another part. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-146590 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game such as the one described above, making each part interesting for the player will increase the entertainment value of the game.
[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a program and a game device that can provide a game that is highly entertaining to the player. [Means for solving the problem]
[0006] One aspect of the present invention is a program that causes a computer to function as: group organizing means for organizing a group including a first type of game element and a second type of game element; action part executing means for executing an action part in which a player selects an action from at least one or more actions and changes an attribute value of the first type of game element depending on the result of the selected action; battle part executing means for executing a battle part in which the first type of game elements compete using at least the attribute values of the second type of game elements that organize the group; and second game element assigning means for assigning a new second type of game element based on at least the attribute values of the first type of game elements.
[0007] One aspect of the present invention is a game device comprising: a group organizing means for organizing a group including a first type of game element and a second type of game element; an action part executing means for executing an action part in which a player selects an action from at least one or more actions and changes an attribute value of the first type of game element depending on the result of the selected action; a battle part executing means for executing a battle part in which the first type of game elements compete using at least the attribute values of the second type of game elements that organize the group; and a second game element imparting means for imparting a new second type of game element based on at least the attribute values of the first type of game elements. Effect of the Invention
[0008] According to the present invention, a highly entertaining game can be provided. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 shows an example of a card in which a character is embodied. [Diagram 2] FIG. 2 is a diagram showing an example of a stone. [Diagram 3] FIG. 3 is a diagram for explaining the flow of one story. [Figure 4] FIG. 4 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Diagram 5]FIG. 5 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in FIG. [Figure 6] FIG. 6 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 7] FIG. 7 is a diagram showing an example of the player information database D1. [Figure 8] FIG. 8 is a diagram showing an example of the game element information database D2. [Figure 9] FIG. 9 is a diagram showing an example of the owned card / stone information database D3. [Figure 10] FIG. 10 is a diagram showing an example of the deck database D4. [Figure 11] The figures from FIG. 11 onwards are diagrams for explaining the deck formation. [Figure 12] FIG. 12 is a diagram showing an example of the area selection screen. [Figure 13] FIG. 13 is an example of a support character selection screen. [Figure 14] FIG. 14 is a diagram showing an example of the stone selection screen. [Figure 15] FIG. 15 is an example of the behavior part home screen 61. [Figure 16] FIG. 16 is a diagram showing an example of transformation performance 1. [Figure 17] FIG. 17 is a diagram showing an example of transformation performance 2. [Figure 18] FIG. 18 is a diagram showing an example of a battle screen. [Figure 19] FIG. 19 is a diagram showing an example of a battle screen. [Figure 20] FIG. 20 is a diagram showing an example of a battle start screen. [Figure 21] FIG. 21 is a diagram showing an example of ending episode 1. [Figure 22] FIG. 22 is a diagram showing an example of ending episode 2. [Diagram 23] Figure 23 is an example of a results screen. [Figure 24] FIG. 24 is a block diagram showing an example of the functional configuration of the game server 2. [Diagram 25] FIG. 25 is an operational flowchart of the action part execution process executed by the action part execution control unit 104. [Figure 26] FIG. 26 is an operational flowchart of the transformation part execution process executed by the transformation part execution control section 105. [Figure 27] FIG. 27 is an operational flowchart of the battle part execution process executed by the battle part execution control unit 106. [Figure 28] FIG. 28 is an operational flowchart of the ending part execution process executed by the ending part execution control unit 106. [Figure 29] FIG. 29 is an operational flowchart of the result part execution process executed by the result part execution control unit 108. [Diagram 30] FIG. 30 is an example of a top home screen 60 for a game. [Diagram 31] FIG. 31 is a diagram showing an example of the store screen. [Diagram 32] FIG. 32 is a diagram showing an example of the provided card information database D10. [Diagram 33] FIG. 33 is a diagram showing an example of the player's owned currency information database D11. [Diagram 34] FIG. 34 is a flowchart showing the operation of the card provision process. [Diagram 35] FIG. 35 is a diagram for explaining the transition of the store purchase screen. [Diagram 36] FIG. 36 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 when purchasing a card. [Figure 37] FIG. 37 is a flowchart showing the process of updating the number of times stored and provided. [Figure 38] FIG. 38 is a diagram showing an example of the provided information database D20 for steps 1 to 4. In FIG. [Figure 39] FIG. 39 is an example of a step-up offer screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <Game Overview> In order to facilitate understanding of the game system in this embodiment, an overview of the game applied to this embodiment will be described.
[0011] First, the game elements that appear in this game will be described.
[0012] The game elements that appear in this game are classified into a first type of game element and a second type of game element.
[0013] The first type of game element is a character (person, etc.), which is represented by being embodied in an image, a virtual or real object, etc. An object is, for example, a virtual or real card.
[0014] There are three types of characters: first, second, and third. The first character is the main character who takes the lead role in the game. The second character is a sub-character who forms a group with the main character. The third character is a character that can be added using the friend function described below. The player selects the desired first, second, and third characters to form a group (deck).
[0015] The first character, second character, and third character each have multiple statuses. The types of statuses include the character's attributes, their attribute values, the character's support effect value, the character's intimacy with the player (referred to as intimacy), the character's skills (abilities), and other parameters.
[0016] The character's level increases as the game progresses. The character's attributes are characteristics that represent the character, such as colors such as red, blue, yellow, and green, and personalities such as bright and cool. In this embodiment, the character's attributes are colors, and the character is associated with two of the four colors red, blue, yellow, and green. That is, the character has two attributes. Hereinafter, the two attributes that the character has are referred to as the first attribute and the second attribute. The character's attribute value is a parameter that indicates the degree of the attribute. The character has attribute values of four attributes (red, blue, yellow, and green). Each attribute value changes by performing an action described later. The character's support effect value is an ability value that the character exerts when it is a second character, and is an ability value that supports the action selected by the player, as described later, and the higher the ability value, the more advantageous the progress of the game. The character's intimacy is the intimacy between the player and the character, and increases by selecting a special action described later. As intimacy increases, the character's affectionate expressions towards the player in the game change, and the amount of information provided to the player increases, resulting in a good relationship between the player and the character. In addition, the player can progress in battles to an advantage, as described below. A character's skills are activated when certain conditions are met, and are effects that give the player an advantage in the game.
[0017] Figure 1 shows an example of a card in which a character has been transformed. In Figure 1, card X1 is an example of a card for a character with the attributes of "red" and "blue" and a level of 50, and card X2 is an example of a card for a character with the attributes of "yellow" and "green" and a level of 50.
[0018] The second type of game element is an item that is collected by the player and has an effect on the battle, etc. In this embodiment, this item is called a stone. The second type of game element (stone) has multiple status information. The types of status are attributes that are characteristics representative of the character, and parameters such as the attribute value, rank, and skill.
[0019] A stone's attribute is one of the attributes that represent a character's characteristics. In other words, it has one of four colors: red, blue, yellow, and green. A stone's attribute value is a parameter that indicates the degree of the attribute. Stones have four attribute values (red, blue, yellow, and green). A stone's rank is a rank that indicates the strength of the stone. A stone's skills are skills that give advantages to actions, which will be described later.
[0020] Fig. 2 is a diagram showing an example of a stone. In Fig. 2, stone Y1 is a diagram showing an example of a stone with an attribute of "red" and a rank of "SS", and stone Y2 is a diagram showing an example of a stone with an attribute of "blue" and a rank of "SS". The character image of the stone is preferably an image of a transformed form of a character with similar status information.
[0021] Next, the flow of the game in this embodiment will be described. The game is made up of at least one story. Figure 3 is a diagram for explaining the flow of one story.
[0022] The story includes a deck formation part 10, an episode 11, an action part 12, a transformation part 13, a battle part 14, an ending part 15, and a result part 16.
[0023] Deck organization part 10 is the part where you organize a deck from the cards and stones you own. When organizing a deck, you select the main first character's card, the sub second character's card, and the third character's card using the friend function described below from the cards you own as character slots. You can select one card for the first character, two cards for the second character, and one card for the third character. However, you must select one card for the first character. You can also include up to four stones from the stones you own in your deck. You can also add one stone as a spare stone.
[0024] Episode 11 is a part where the character's episode is displayed and is not the target of the player's operation. Episode 11 is inserted between parts at appropriate times.
[0025] The action part 12 is the main part of the game, and is the target of operation by the player. The action part 12 includes a plurality of turns 20. The number of turns 20 in one action part 12 is predetermined. For example, one action part 12 is composed of six turns. The player can select one action for each turn 20. The types of actions are area investigation 21, request acceptance 22, and rest 23.
[0026] District Investigation 21 is the action of selecting one spot from those scattered in the district selected at the start of the story (game) and investigating the selected spot. Spots have one of several attributes. When the investigation of the spot is completed, the parameters of the characters in the deck will increase and investigation points will be awarded depending on the results of the District Investigation 21 investigation. The results of the District Investigation 21 investigation can be either success or failure, and if the investigation is successful, the parameters of the characters in the deck will increase and investigation points will be awarded. In particular, the rate of increase in the attribute value of the character's attribute that is the same as the spot's attribute will be high. The investigation points awarded are the points required to complete the action part and are accumulated.
[0027] The district investigation 21 is carried out by consuming motivation points, which are parameters that increase the success rate of the district investigation 21 and the request acceptance 22. The motivation points, which are parameters that increase the success rate, are assigned a maximum value at the start of the action part 12.
[0028] In the Request Orders 22, a player selects a specific request (mission) from the game management side, and by completing the request (mission), the parameters of the characters in the deck increase and research points are awarded and accumulated. In particular, many research points are awarded for completing the action part. The mission results of the Request Orders 22 can be success or failure, and if the mission result is successful, the parameters of the characters in the deck increase and research points are awarded. The Request Orders 22 are completed by consuming action points, which are parameters that increase the success rate.
[0029] Rest 23 is an action that recovers energy points, a parameter that increases the success rate. By choosing the Rest 23 action, the success rate of the district investigation increases.
[0030] Each turn 20, one of the above-mentioned area investigation 21, request acceptance 22, and rest 23 can be selected, and when the selected action is completed and the accumulated investigation points exceed a predetermined value, action part 12 can be completed.
[0031] When the accumulated research points exceed a predetermined value and action part 12 is completed, the game proceeds to transformation part 13. Transformation part 13 is a part that depicts the transformation of the first character, who is the main character. The first character transforms from the first character's normal appearance during action part 12 into a combat appearance. In addition, the transformation performance of the first character differs depending on the character's attribute values, etc., that have changed in action part 12.
[0032] The battle part 14 is a part where the first character transformed in the first type of game element battles against a non-player character prepared by the game operator. In the battle game, the outcome of the battle is determined by parameters such as the attribute values of the stones in the deck and the intimacy of the characters.
[0033] The ending part 15 is a performance part that precedes the result part of the game. The performance performed in the ending part 15 differs depending on the attribute values of the character that have changed in the action part 12.
[0034] When Ending Part 15 ends, a result screen is displayed showing the character parameters that have changed as a result of completing Action Part 12 and Battle Part 14, details of the stones that have been awarded, etc.
[0035] As described above, one of the features of the game of this embodiment is that a first type of game elements are used to discover various second type of game elements, and the discovered second type of game elements have a significant impact on the battle using the first type of game.
[0036] Another feature is that the presentation of the subsequent transformation part 13 and ending episode 15 will differ depending on the result of the action part 12 using the first type of game element.
[0037] Next, the configuration of this embodiment will be described.
[0038] <Overall composition> Fig. 4 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 4, the game system includes a player terminal 1 provided for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0039] The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0040] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.
[0041] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for operating the game, and distribute game programs and data required for executing the game on the player terminals 1, etc.
[0042] Fig. 5 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Fig. 5, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, a speaker, etc., which are not shown.
[0043] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0044] Next, the configuration of each device will be described.
[0045] <Configuration of Player Terminal 1> FIG. 6 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.
[0046] As shown in FIG. 6, the terminal 1 includes a display unit 51, an operation input unit 52, a sound output unit 53, a communication unit 54, a storage unit 55, and a processing unit 56.
[0047] The display unit 51 displays various game screens based on the input image signals. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in FIG. 5, the display unit 51 corresponds to the display 3.
[0048] The operation input unit 52 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 56. The function of the operation input unit 52 can be realized by, for example, elements that are directly operated by the player's fingers, such as a keyboard, a mouse, a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In the example of the personal computer in FIG. 5, the operation input unit 52 corresponds to the keyboard 4.
[0049] The sound output unit 53 is for outputting sound effects and the like relating to the game based on the input sound signal.
[0050] The communication unit 54 realizes communication by connecting to the communication line N. The function of the communication unit 54 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, and the like.
[0051] The storage unit 55 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and implementing various functions of the player terminal 1, and data used during execution of these programs. The storage unit 55 can be realized by, for example, a RAM, a ROM, a solid state drive using IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc.
[0052] The storage unit 55 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 56 to perform the functions described below. This program is distributed from the game server 2 or another application distribution server, etc., when the player completes account registration. Furthermore, the storage unit 55 stores databases necessary for executing the game. In this embodiment, the storage unit 55 stores a player information database D1, a card information database D2, a possessed card / stone information database D3, and a deck database D4.
[0053] The player information database D1 is a database in which various information about players is stored. Fig. 7 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for a level, a field for a possessed card ID, a field for a possessed stone ID, a field for a setting deck, a field for story information, and a field for a last update date and time, and each piece of information is stored in association with each other.
[0054] The player ID field is a field in which identification information for identifying a player is recorded. The player name field is a field in which, for example, a nickname is recorded. The level field is a field in which the player's level obtained by accumulating experience points is recorded. The owned card ID field is a field in which card identification information (card ID) of cards held by the player is recorded. The owned stone ID field is a field in which card identification information (card ID) of stones held by the player is recorded. The set deck field is a field in which the deck ID of the currently set deck is recorded. The story information field is a field in which story progress information is recorded. The last update date and time field is a field in which the last update date and time of the game element information database D2 is recorded.
[0055] The game element information database D2 is a database that stores information on game elements that appear or are used in a game. Fig. 8 is a diagram showing an example of the game element information database D2. The card information database D2 includes a card ID field, a character name field, a character information field, a basic character image field, a transformed character image field, a transformation performance field, an ending episode field, and a last update date and time field.
[0056] The card ID field is a field in which identification information (game card ID) that identifies the card is written. The character information field is a field in which character information (e.g., initial status information, etc.) of the character that has been transformed into the character is written. The basic character image field is a field in which an image of the character's normal appearance in the action part is written. The transformed character image field is a field in which an image of the character's appearance after transformation in the battle part, etc. is written. The transformation performance field is a field in which transformation performance 1 to transformation performance 3 are written. The ending episode field is a field in which ending episode 1 to ending episode 3 are written. The last update date and time field is a field in which the last update date and time of the game element information database D2 is written.
[0057] The owned card / stone information database D3 is a database of cards and stones owned by a player. FIG. 9 is a diagram showing an example of the owned card / stone information database D3. The owned card / stone information database D3 includes a field for the ID of the owned card or stone, and a field for its status information. The status information field describes the status information of the card or stone, such as its attributes, attribute values, rank, level, etc.
[0058] The deck database D4 is a database in which the contents of the deck organized by the player are recorded. Fig. 10 is a diagram showing an example of the deck database D4. The deck database D4 includes a deck ID field, a card ID field for the first character, a card ID field for the second character, a card ID field for the third character, a card ID field for the fourth character, and a stone ID field for the stone.
[0059] The Deck ID field is a field in which a deck ID that identifies a deck is recorded. The First Character Card ID field, the Second Character Card ID field, the Third Character Card ID field, and the Fourth Character Card ID field are fields in which the card ID of the first main character, the card IDs of the second and third sub characters, and the card ID of the fourth character rented from a friend are recorded. The Stone ID field is a field in which the stones and sub stone IDs to be included in the deck are recorded.
[0060] These databases can be downloaded by the game server 2 successively when characters used in the game are added or changed.
[0061] The processing unit 56 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 55, various input signals from the operation input unit 52, and the like. The functions of the processing unit 56 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 56 includes, as main functional units, a player information management unit 101, a game execution control unit 102, a deck organization unit 103, an action part execution control unit 104, a transformation part execution control unit 105, a battle part execution control unit 106, an ending episode execution control unit 107, a result part execution control unit 108, and a store presentation control unit 109.
[0062] The player information management unit 101 manages the information of the players using the player information database D1. When the information is updated, the player information management unit 101 updates the player information database D1 and records the update date.
[0063] The game execution control unit 102 controls and manages the progress of the entire game. For example, the game execution control unit 102 displays a menu screen such as a home screen, and executes a process selected by a player. Fig. 30 shows an example of a top home screen 60 of the game. The top home screen 60 includes story buttons for transitioning to various stories (action parts) of the game, and a store button for transitioning to a store.
[0064] The deck compilation unit 103 is a unit that compiles a deck from the owned cards and stones. Figures 11 and onward are diagrams for explaining deck compilation.
[0065] Deck organization unit 103 displays a deck organization screen. Fig. 11 shows a screen for selecting a first character to be the main character. Each character belongs to one of the teams based on attributes, etc., and by selecting a team, the card X of the character belonging to that team is displayed.
[0066] When the player selects a first character to be the main character, the deck organization unit 103 displays a district selection screen to select the district that the deck will be responsible for. Figure 12 is a diagram showing an example of the district selection screen. Two attributes, a first attribute and a second attribute, are associated with each district, and selecting the same attribute as the main character's attribute is advantageous for increasing various parameters.
[0067] When the region selection is completed, the deck organization unit 103 displays a support character selection screen for selecting a card of a second character that will be a sub character and a card of a third character using the friend function. Figure 13 is an example of a support character selection screen. The friend function is a function that allows the selection of a character owned by a player other than the player.
[0068] Finally, the deck organization unit 103 displays a stone selection screen for selecting stones. FIG. 14 is a diagram showing an example of the stone selection screen. The player selects the desired stone from the stones he owns. Once the stone is selected, the deck organization unit 103 writes the contents of the newly organized deck into the deck database D4, and the deck organization is completed.
[0069] The action part execution control unit 104 controls and executes the action parts in the story. The action part 12 includes a plurality of turns 20. The number of turns 20 in one action part 12 is predetermined, for example, six turns. The player can select one action for each turn 20. The types of actions are area investigation 21, request acceptance 22, and rest 23.
[0070] When the story button on the top home screen 60 is selected, the action part execution control unit 104 starts the action part and displays an action part home screen 61 for selecting an action. Fig. 15 is an example of the action part home screen 61. The action part home screen 61 in Fig. 15 displays selection buttons for selecting an area investigation 21, a request acceptance 22, and a rest 23, and the player can select any of the actions. In addition, the action part home screen 61 displays a first character.
[0071] When the district investigation 21 is selected, the action part execution control unit 104 presents spots scattered in the district selected at the start of the story (game) and develops an investigation story of one spot selected by the player. The spot has any attribute. By consuming the motivation points and completing the investigation of the spot, the action part execution control unit 104 increases the parameters of the characters in the deck and grants the investigation points. The action part execution control unit 104 accumulates the granted investigation points and displays them on the action part home screen 61 as the investigation points 24. Note that the purpose of the district investigation 21 is to increase the parameters such as the attribute values of the characters that organize the deck, especially the first character, so the grant rate of the investigation points is set to be lower than that of the request acceptance 22. In addition, the action part home screen 61 displays the motivation points, which are the parameter 25 of the success rate, and the action part execution control unit 104 develops the investigation story by consuming the motivation points, which are the parameter of the success rate. In order to increase the motivation points, which are the parameter of the success rate, it is necessary to execute the rest 23.
[0072] When the request order 22 is selected, the action part execution control unit 104 presents the prepared mission to the player. By accomplishing the mission, the action part execution control unit 104 increases the parameters of the characters in the deck and grants research points. The action part execution control unit 104 accumulates the granted research points and displays them on the action part home screen 61 as accumulated points 24. Note that, since the purpose of the request order 22 is to accumulate research points for completing the action part, the increase rate of the parameters such as the attribute values of the characters that organize the deck, especially the first character, is set low, and the grant rate of the research points is set high. In addition, the action part home screen 61 displays the action power points, which are the parameter 25 of the success rate, and the action part execution control unit 104 executes the mission by consuming the action power points, which are the parameter of the success rate.
[0073] When break 23 is selected, the action part execution control unit 104 executes a break performance in which the first character appears, such as a conversation story with the first character. Break 23 increases motivation points, which are a parameter 25 for the success rate of area investigation 21 and request acceptance 22, and also serves to increase intimacy with the first character. The motivation points to be restored are determined by lottery, i.e., a random function. The motivation points to be restored may be 0.
[0074] The player selects one of the above-mentioned area investigation 21, request acceptance 22, and rest 23 in one turn 20 and completes the selected action. The action part execution control unit 104 records the turn or story that the player has completed in the story information in the player information database D1. When the accumulated investigation points exceed a predetermined value, the action part execution control unit 104 completes the action part 12 and notifies the transformation part execution control unit 105 of the completion of the action part 12.
[0075] The transformation part execution control unit 105 executes the transformation part 13 after the action part 12 is completed. The transformation part 13 is a part that performs the transformation of the first character, who is the main character. The first character transforms from the first character's normal appearance during the action part 12 to an appearance for battle. The transformation performance of the first character differs depending on the attribute values of the character that have changed by the action part 12.
[0076] The transformation part execution control unit 105 judges the first character of the deck, identifies the card ID of the first character, and identifies transformation performance 1 to transformation performance 3 associated with the card ID from the card information database D2. Transformation performance 1 is a transformation performance selected when the attribute value of the first attribute of the first character is larger than the attribute value of the second attribute. Transformation performance 2 is a transformation performance selected when the attribute value of the first attribute of the first character is smaller than the attribute value of the second attribute. Transformation performance 3 is a transformation performance selected when the attribute value of the first attribute of the first character is the same as the attribute value of the second attribute. FIG. 16 is a diagram showing an example of transformation performance 1, and FIG. 17 is a diagram showing an example of transformation performance 2. In the examples of FIG. 16 and FIG. 17, the background is different depending on the magnitude of the attribute value of the first attribute and the attribute value of the second attribute of the first character. The lines of the first character may also be changed. What is common to transformation performances 1 to 3 is that the appearance of the first character after transformation is a deformed appearance of the first character, unlike the normal appearance of the first character displayed in action part 12. For example, the appearance of the character after transformation is smaller than the normal appearance of the first character.
[0077] After completing the transformation part 13, the battle part execution control unit 106 executes a battle part 14 between the character organizing the deck and a non-player character. The outcome of the battle is determined by the magnitude of the fighting power calculated from the parameters of the stones in the deck and the intimacy of the first character. The first character appearing on the battle screen is the first character transformed in the transformation part 13, and the background may be different depending on the magnitude of the attribute value of the first attribute and the attribute value of the second attribute of the first character. Figs. 18 and 19 are diagrams showing an example of the battle screen.
[0078] When the battle part 14 is completed (for example, when the battle is won), the battle part execution control unit 106 writes information to the effect that the battle part 14 is completed in the story information of the player information database D1.
[0079] The battle part execution control unit 106 also has a skip function for the battle part 14. The skip function is a function that allows the player to skip the battle part 14 again when re-executing a story in which all parts have been completed. This skip function is used because, since the action part 12 allows the player to select a different action for each turn and is a part that places emphasis on character development, even if one story is completed, it is meaningful to execute the action part 12 of that story multiple times, whereas the battle part places emphasis on the battle, and once a victory has been achieved, it is less meaningful to execute the action part multiple times.
[0080] When starting a battle part, the battle part execution control unit 106 checks the story information in the player information database D1, and if the battle part 14 is completed, displays a message on the battle start screen of the battle part 14 indicating that it can be skipped, and displays a battle skip button. Fig. 20 is a diagram showing an example of the battle start screen. Then, when the battle skip button is selected, the battle part execution control unit 106 skips the battle part 14 without executing it, and notifies the ending part execution control unit 107 of the completion of the battle part 14.
[0081] Regarding the difference between the time of the action part 103 and the time of the battle part 14, the time of the action part 103 is longer because the battle part 104 is a simple battle as described above.
[0082] The ending part execution control unit 107 presents an ending episode in the ending part 15 after the end of the battle part 14. The ending episode differs depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character.
[0083] The ending part execution control unit 107 determines the first character of the deck, identifies the card ID of the first character, and identifies ending episodes 1 to 3 associated with the card ID from the card information database D2. The ending episode 1 is an ending episode selected when the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute. The ending episode 2 is an ending episode selected when the attribute value of the first attribute of the first character is smaller than the attribute value of the second attribute. The ending episode 3 is an ending episode selected when the attribute value of the first attribute of the first character is the same as the attribute value of the second attribute. FIG. 21 is a diagram showing an example of the ending episode 1, and FIG. 22 is a diagram showing an example of the ending episode 2. In the examples of FIG. 21 and FIG. 22, the lines, characters, background, etc. differ depending on the magnitude of the attribute value of the first attribute and the attribute value of the second attribute of the first character.
[0084] The result part execution control unit 108 determines the rank of the stone to be given and displays the result screen. The rank of the stone to be given is determined by converting each attribute value of the first character into an evaluation point and adding up the evaluation points. The result part execution control unit 108 then determines the rank of the stone based on the total value of the evaluation points. The result part execution control unit 108 also determines the attribute of the stone to be given. The result part execution control unit 108 determines the attribute based on the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character. If the attribute value of the first attribute is greater than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the first attribute. On the other hand, if the attribute value of the first attribute is less than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the second attribute. When the attribute value of the first attribute and the attribute value of the second attribute are the same value, either the first attribute or the second attribute is selected by lottery.
[0085] The result part execution control unit 108 displays a result screen of the story including information such as the rank and attributes of the stones to be given. Fig. 23 is an example of the result screen. In Fig. 23, the attribute value of the first character and information on the stones to be given are presented.
[0086] When the store button on the top home screen 60 is selected, the store display control unit 109 requests the server 2 to display a store screen, and based on the received store screen information, displays the store screen in such a way that the purchase button for the card to be traded can be selected. Fig. 31 is a diagram showing an example of the store screen. The store screen in Fig. 31 includes a list of owned currencies 90, card purchase buttons 91, 92, and 93, and a rarity determination gauge 94.
[0087] The owned currency list 90 displays a list of currencies owned by the player. Currency is the price of cards, and in this embodiment includes card tickets, free currency, and paid currency. Card tickets and free currency are given free of charge by the game operator. There are multiple types of card tickets, including normal card tickets that allow one card to be acquired, and consecutive card tickets that allow ten cards to be acquired in succession. Free currency can be used in units of one, and can be used to acquire cards, other items, etc. Paid currency can be acquired in exchange for money, and like free currency, can be used in units of one, and can be used to acquire cards, other items, etc.
[0088] The card purchase button 91 is a button that allows a card to be obtained at a price lower than the normal card price, limited to once a day. However, the currency that can be used is limited to paid currency. In this embodiment, 100 units of currency are required to obtain one card, but by selecting the once-a-day limited card button 91, it is possible to obtain one card for 50 units of currency. Once the once-a-day limited card button 91 is selected and an exchange for a card is performed, it cannot be used until the next day. Note that one day is just an example, and other predetermined periods such as three days or one week may be used.
[0089] The card purchase button 92 can consume currency to acquire one card. The currency that can be used is any of card tickets, free currency, and paid currency.
[0090] The card purchase button 93 allows the user to consume currency to acquire 10 cards. Any of the following currencies can be used: card tickets, free currency, and paid currency. The advantage of purchasing 10 cards in succession is that it increases the probability of acquiring a rare card, as described below. When purchasing a card using any of the card purchase buttons 91, 92, and 93, the rarity of the card is determined by a drawing by the game device 1 or the server 2, and a card of that rarity is awarded. The probability of winning a card with a higher rarity is lower.
[0091] The rarity determination gauge 94 is a gauge that indicates the number of cards provided to the player (the number of times the player has acquired cards), and increases by one every time a card is acquired. In this embodiment, the system is such that if a player acquires 100 cards, one card with high rarity is always given to the player.
[0092] In this embodiment, the priority order of currency to be consumed when purchasing a card is determined in advance. In this embodiment, the currency is consumed in the following order: card ticket, free currency, and paid currency.
[0093] <Game Server 2 Configuration> 24 is a block diagram showing an example of a functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.
[0094] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.
[0095] The player information management unit 80 manages player information. The player information includes a player information database D1, a possessed card / stone information database D3, and a deck database D4 for each player ID.
[0096] The player information management unit 80 compares the player ID, update information for each database, and last update date and time sent when the player terminal 1 logs in to the game with the contents of each database for the player ID stored on the game server 2 side, and if there is a match, it sends a message to that effect, but if there is a mismatch, it sends the contents of each database for the player ID stored on the game server 2 side, thereby synchronizing the contents of each database between the player terminal 1 and the game server 2.
[0097] The game execution management unit 81 manages the game. It mainly has a game element information database D2, and when the game elements are updated, it transmits the update information to the player terminal 1. Then, when logging in to the player terminal 1, etc., it synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2.
[0098] The store management unit 82 manages the stores that provide cards by using the provided card information database D10 and the player-owned currency information database D11. Fig. 32 is a diagram showing an example of the provided card information database D10, and Fig. 33 is a diagram showing an example of the player-owned currency information database D11. The provided card information database D10 includes a card ID field, a rarity information field, and a winning probability field. The card ID field is a field in which a card ID that identifies a card is recorded. The rarity information field is a field in which rarity information of the card is recorded, with the larger the numerical value, the higher the rarity. The winning probability field is a field in which the winning probability of the card is recorded, with the larger the numerical value, the higher the winning probability.
[0099] The player's owned currency information database D11 includes a field for a player ID, a field for free currency, a field for tickets, a field for paid currency, a field for purchase history information, and a field for the number of times that currency has been provided accumulated. The player ID field is a field in which the player's player ID is recorded. The free currency field is a field in which the number of pieces of free currency that the player owns is recorded. The ticket field is a field in which the number of pieces of free currency that the player owns is recorded. The paid currency field is a field in which the number of pieces of paid currency that the player owns is recorded. The purchase history information field is a field in which the player's card and currency purchase history is recorded. The accumulated number of times that currency has been provided accumulated field is a field in which the number of times cards have been provided to the player is recorded.
[0100] Upon receiving a request from the player terminal 1, the store management unit 82 refers to the provided card information database D10 and the player's owned currency information database D11, determines the card to be provided in exchange for the consumption of the currency, and transmits the card ID information.
[0101] The communication unit 71 connects to a communication line N to realize communication.
[0102] A system program and a game program are stored in the storage unit 72. The system program is a program for implementing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, and a store management unit 82.
[0103] Furthermore, the recording unit 72 stores information on players for each player ID in a player information database D1, a possessed card / stone information database D3, a deck database D4, a provided card information database D10, and a player possessed currency information database D11.
[0104] <Operation of Player Terminal 1> The operation of the player terminal 1 will now be described.
[0105] <Behavior Part 12 Actions> First, a description will be given of the operation of the action part execution control unit 104. Fig. 25 is an operational flowchart of the action part execution process executed by the action part execution control unit 104.
[0106] When the deck is organized and the player starts the game, the action part of a given story begins. As shown in Fig. 15, the action part execution control unit 104 presents each of the actions of area investigation 21, request acceptance 22, and rest 23 as selectable actions (Step 100). The player selects one of the presented actions.
[0107] When the area investigation 21 is selected (Step 101), the action part execution control unit 104 executes the area investigation 21 (Step 102). When the completion conditions for the area investigation 21 are met through the player's play (Step 103), the parameters of the first character in the deck are increased and investigation points are awarded to the player (Step 104). Note that in the case of the area investigation, it is preferable to increase the rate of increase of the first character's parameters and to award fewer investigation points, in order to balance with other actions.
[0108] When the request order 22 is selected (Step 105), the action part execution control unit 104 executes the request order 22 (Step 106). When the completion conditions for the request order 22 are met through the player's play (Step 107), the parameters of the first character in the deck are increased and research points are awarded to the player (Step 108). Note that in the case of the request order 22, it is preferable to reduce the rate of increase in the parameters of the first character and increase the amount of research points awarded, in order to achieve a balance with other actions.
[0109] When Break 23 is selected (Step 110), the action part execution control unit 104 executes Break 23 (Step 111). When the completion conditions for Break 23 are met through the player's play (Step 112), the parameters of the first character in the deck are increased, and the player is given action points (Step 113). In the case of Break 23, the rate of increase in intimacy level of the first character's parameters is increased.
[0110] As mentioned above, by varying the rate at which a character's parameters increase and the number of points awarded (research points, action points, etc.) for each action, it is important for the player to select each action in a balanced manner.
[0111] Next, the action part execution control unit 104 determines whether the action part 12 is completed (Step 109). The completion of the action part 12 is determined based on whether the player's accumulated investigation points exceed a predetermined value. When the player's accumulated investigation points exceed a predetermined value at the completion of a predetermined turn 20 (Step 114), the action part execution control unit 104 ends the action part 12, updates the story information, and transitions to the transformation part 13 (Step 115).
[0112] <Transformation Part 13 Actions> A description will now be given of the operation of the transformation part execution control section 105. Fig. 26 is a flowchart showing the operation of the transformation part execution process executed by the transformation part execution control section 105.
[0113] The transformation part execution control unit 105 determines the first character of the deck (Step 120). Then, the transformation part execution control unit 105 selects transformation performance 1 to transformation performance 3 associated with the first character (Step 121).
[0114] The transformation part execution control unit 105 determines whether the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute of the first character (Step 122). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 123), the transformation part execution control unit 105 selects transformation performance 1 (Step 124). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 125), the transformation part execution control unit 105 selects transformation performance 2 (Step 126). If the attribute value of the first attribute is the same as the attribute value of the second attribute (Step 130), the transformation part execution control unit 105 selects transformation performance 3 (Step 130).
[0115] The transformation part execution control unit 105 executes the selected transformation performance (Step 127). Next, the transformation part execution control unit 105 displays the first character's transformed appearance. The transformed appearance is a deformed version of the first character (Step 128). Then, the transformation part execution control unit 105 ends the transformation part 13, and transitions to the battle part 14 (Step 129).
[0116] <Match Part 14 Actions> The following describes the operation of the battle part execution control unit 106. FIG. 27 is a flowchart showing the operation of the battle part execution process executed by the battle part execution control unit 106.
[0117] The battle part execution control unit 106 judges whether to skip the battle part (Step 140). The battle part execution control unit 106 checks the story information in the player information database D1, and if the battle part 14 is completed (Step 141), it displays a message on the battle start screen of the battle part 14 that the battle part can be skipped, as shown in Fig. 20, and displays a battle skip button (Step 142). If the battle skip button is selected (Step 143), the battle part execution control unit 106 skips the battle part 14 and moves to the ending part 15 (Step 150).
[0118] On the other hand, if the battle skip button is not selected or if skipping is not possible, the battle part execution control unit 106 reads the parameters of the stones in the deck and the intimacy level of the first character (Step 144), and calculates the player's fighting power 1 (Step 145). The battle part execution control unit 106 calculates the fighting power 2 of the opposing player (non-player character) (Step 146). Then, the battle part execution control unit 106 determines the outcome of the battle (Step 147).
[0119] If the player's fighting power 1 is greater than the fighting power 2 of the opposing player (non-player character) (Step 148), the battle part execution control unit 106 determines that the player has won (Step 149). If the player's fighting power 1 is less than the fighting power 2 of the opposing player (non-player character) (Step 148), the battle part execution control unit 106 determines that the player has won (Step 151). Then, the battle part execution control unit 106 ends the battle part 14 and transitions to the ending part 15 (Step 150).
[0120] Regarding skipping the battle part, in the above explanation, the option to skip the battle is presented before the start of battle part 14, but this is not limited to this and the option may be presented at the start of the story.
[0121] <Ending Part 15 Actions> The following describes the operation of the ending part execution control unit 107. Fig. 28 is a flowchart showing the operation of the ending part execution process executed by the ending part execution control unit 106.
[0122] The ending part execution control unit 107 determines the first character of the deck (Step 160). Then, the ending part execution control unit 107 selects ending episode 1 to ending episode 3 associated with the first character (Step 161).
[0123] The ending part execution control unit 107 determines whether the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute of the first character (Step 162). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 163), the ending part execution control unit 107 selects ending episode 1 (Step 164). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 2 (Step 167). If the attribute value of the first attribute is the same as the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 3 (Step 168).
[0124] The ending part execution control unit 107 executes the selected ending episode (Step 168). Then, the ending part execution control unit 107 ends the ending part 15, and moves to the result part 16 (Step 169).
[0125] <Result Part 16 Operation> The following describes the operation of the result part execution control unit 108. FIG. 29 is a flowchart showing the operation of the result part execution process executed by the result part execution control unit 108.
[0126] The result part execution control unit 108 determines the rank of the stone to be awarded (Step 180). The result part execution control unit 108 converts each attribute value of the first character into an evaluation point (Step 181) and adds up the evaluation points (Step 182). Then, the result part execution control unit 108 determines the rank of the stone based on the total evaluation points (Step 183).
[0127] Next, the result part execution control unit 108 determines the attribute of the stone to be granted (Step 184). The result part execution control unit 108 determines whether the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute of the first character (Step 184). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone to be the first attribute (Step 186). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone to be the second attribute (Step 186).
[0128] The result part execution control unit 108 displays a story result screen including information such as the rank and attributes of the stones to be awarded (Step 187), and awards the stones to the player (Step 188).
[0129] <Card provision process> The card providing operation will now be described with reference to the flowchart of FIG.
[0130] When the store button is selected from the top home screen 60 of FIG. 30, the store presentation control unit 109 of the player terminal 1 transmits a request for store screen information (including the player ID) to the server 2.
[0131] The store management unit 82 of the server 2 receives a request from the player terminal 1, and refers to the player's owned currency information database D11 for the player ID, and acquires the tickets, free currency, paid currency, number of times accumulated and provided, and purchase history information owned by the player (Step 200). The store management unit 82 transmits store screen information including the acquired free currency, paid currency, number of times accumulated and provided, and purchase history information (Step 201).
[0132] When the store display control unit 109 of the player terminal 1 receives the store screen information (Step 203), it displays the store screen 61 as shown in Fig. 31 based on the free currency, paid currency, number of times accumulated and provided, and purchase history information included in the store screen information (Step 204). Fig. 35 is a diagram for explaining the transition of the store purchase screen. Fig. 35(a) is an example of the case where a one-day limited card has not been purchased.
[0133] When the player selects any one of the card purchase buttons 91, 92, or 93, the store display control unit 109 determines the currency required for provision (Step 206). Here, the order in which the currency is consumed is tickets, free currency, and paid currency. The store display control unit 109 determines the currency required to purchase the card of the selected card purchase button according to this order.
[0134] If the player has a ticket (Step 207), the store display control unit 109 notifies the player that the ticket will be consumed, and when the confirm button is selected, a purchase confirmation is transmitted to the server 2. FIG. 35 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 when purchasing a card. In the example of FIG. 35(a), the purchase card button 92 is selected. Then, after the purchase card button 92 is selected, the store display control unit 109 notifies the player that the ticket, which has the highest priority, will be consumed as the currency to be consumed (FIG. 35(b)).
[0135] The store management unit 82 of the server 2 receives the purchase decision, consumes the ticket, and updates the ticket field in the player's owned currency information database D11 by the amount of the consumed ticket (Step 212).
[0136] On the other hand, if the player does not have a ticket (Step 209), the store display control unit 109 consumes the free currency with the second priority (Step 210) and determines whether the required currency is met (Step 211). If the required currency is not met (Step 211), the store display control unit 109 consumes the paid currency with the third priority (Step 220) and determines whether the required currency is met (Step 221). If the required currency is met, the store display control unit 109 notifies the player, and transmits a purchase decision to the server 2 when the purchase decision button is selected. FIG. 36 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 in card purchase. In the example of FIG. 36(a), the card purchase button 93 is selected. Then, after the card purchase button 93 is selected, the store display control unit 109 notifies the player that all the free currency with the high priority, which is the currency to be consumed, will be consumed and the shortage will be consumed from the paid currency (FIG. 36(b)).
[0137] The store management unit 82 of the server 2 receives the purchase decision and updates the amount of free or paid currency consumed in the free or paid currency field of the player's owned currency information database D11 (Step 212).
[0138] Next, the store management unit 82 determines whether it is necessary to change the selection probability that determines the type of card to be provided (Step 213). If the player's accumulated number of times of providing is equal to or greater than a predetermined upper limit (Step 214), the store management unit 82 changes the selection probability of the card (Step 215). For example, the selection probability of the card listed in the provided card information database D10 is changed so that at least one card with the highest rarity is always selected. On the other hand, if the player's accumulated number of times of providing is not equal to or greater than a predetermined upper limit (Step 213), the store management unit 82 executes a card selection based on the selection probability in the provided card information database D10 (Step 216). Then, the store management unit 82 provides the selected card (Step 217).
[0139] Next, the store management unit 82 executes the update process of the accumulated provision count (Step 218). Fig. 37 is a flowchart of the update process of the accumulated provision count.
[0140] The store management unit 82 sets the accumulated provision count as N, the current provision count as n, and the upper limit as X (Step 230), and calculates the accumulated provision count N=(N+n) (Step 231). If (N+n) is equal to or greater than the upper limit X (Step 232), the store management unit 82 sets the accumulated provision count N to (NX) and updates the accumulated provision count of the player ID in the player-owned currency information database D11 to (NX) (Step 233). On the other hand, if (N+n) is less than the upper limit X (Step 232), the store management unit 82 sets the accumulated provision count N to (N+n) and updates the accumulated provision count of the player ID in the player-owned currency information database D11 to (N+n) (Step 234). This completes the process of updating the number of times stored and provided.
[0141] FIG. 35(c) and FIG. 36(c) are examples of store screens displayed on the player terminal 1 after the card is provided. FIG. 35(c) is an example of a store screen when a card is provided once by consuming a ticket, and the number of tickets in the owned currency list 90 is reduced by one to 0, and the number of times of provision (accumulated number of times of provision) in the rarity determination gauge 94 is increased by one, from 60 times to 61 times. On the other hand, FIG. 36(c) is an example of a store screen when a card is provided 10 times by consuming free currency and paid currency, and the free currency and paid currency in the owned currency list 90 are reduced by the amount consumed (free currency is reduced from 800 to 0, and paid currency is reduced from 1000 to 800). Furthermore, the number of times of provision (accumulated number of times of provision) in the rarity determination gauge 94 exceeds the upper limit of 100 times, so the gauge extends to the upper limit of 100 times (Max state). In addition, since the number of deliveries before the delivery (accumulated number of deliveries) was 95, the number of deliveries carried over, 5 deliveries (=105-100), is displayed as the current number of deliveries (accumulated number of deliveries).
[0142] In this embodiment, a plurality of actions are prepared in the action part, and each action is configured to affect the status information of a first type of game element (character), and a different second type of game element (stone) can be obtained depending on the status information of the first type of game element (character). With such a configuration, the player can continue playing the game without getting bored, and a highly entertaining game can be provided.
[0143] Furthermore, since the form of the first type of game element (character) in the action part is different from the form of the first type of game element (character) in the battle part, the player will not get bored of the game, and a highly entertaining game can be provided.
[0144] Furthermore, the transformation effect that is executed when transitioning from the action part to the battle part is different depending on the result of the action in the action part, so the player does not get bored of the game and it is possible to provide a highly interesting game.Similarly, the ending episode of the ending part of the story is also different depending on the result of the action in the action part, so the player does not get bored of the game and it is possible to provide a highly interesting game.
[0145] This embodiment also has a skip function that allows a battle that has already been completed to be skipped, making it possible to repeatedly play the story without repeating the battle.
[0146] Furthermore, the store in this embodiment consumes the currency required for the card in the following order: tickets, free currency, and paid currency, so that the player can hold onto the valuable paid currency until the very end.
[0147] Furthermore, by giving the player the opportunity to acquire cards of high rarity depending on the number of times the cards are provided, the player's desire to purchase can be enhanced.
[0148] <Modification of Store Operation> The above-mentioned store has been described as a permanent operation. However, providing various cards and items for a limited time, or giving special advantages, is an important factor in maintaining the player's interest in the game and encouraging them to continue playing. Therefore, a modified method of providing items from the store will be described.
[0149] The modified example will now be briefly described. The modified item provision method is carried out for a limited period of time. Here, items include cards and tickets and items that give an advantage in the progress of the game. The provision of items includes multiple steps (stages), and an achievement condition is set for each step. When the player achieves the achievement condition, the player can proceed to the next step. The items provided at each step, their rarity, and the probability of winning are disclosed to the user. The player checks the disclosed information for each step, provides the item, and obtains the item.
[0150] To execute the above-mentioned item providing method, the server 2 has a provided information database for each step. Fig. 38 is a diagram showing an example of the provided information database D20 for steps 1 to 4. The provided information database D20 for each step includes a field for the step achievement condition, a field for item rarity information, a field for the provided item, and a field for the probability of winning the item. The step achievement condition, the type of item provided, and the probability of winning the item are different for each step.
[0151] When the store management unit 82 of the server 2 receives a request to execute step-up provision from the player terminal 1, the store management unit 82 reads information from the field for each step in the provision information database D20, and transmits the step-up provision information to the player terminal 1. When the store display control unit 109 of the player terminal 1 receives the step-up provision information, it displays a step-up provision screen. Fig. 39 shows an example of the step-up provision screen. The player can check the provision contents of each step by selecting the tab of the step.
[0152] By satisfying the conditions for each step, the player can receive the item for the next step. For example, the condition for step 1 is to obtain an item once using a ticket, and when that is achieved, the player can proceed to step 2.
[0153] The store management unit 82 of the server 2 stores the purchase history in the player's purchase history information field of the player's owned currency information database D11 each time a step is provided, and when the step achievement condition is satisfied, makes it possible to provide the item for the next step. Note that when the last step is completed, it is also possible to return to the first step and repeat the provision of steps. Such a configuration can maintain the player's interest in the game and encourage him or her to continue playing the game.
[0154] <Other Examples> In the above embodiment, the success rate parameter 25 is only one, the motivation points, but there may be a configuration in which there are multiple types of success rate parameters 25. In such a configuration, the action part execution control unit 104 may recover all types of success rate parameters that are recovered when rest 23 is selected, or may recover at least one type, and the recovery amount and the type of parameter to be recovered are determined by lottery (random function).
[0155] Furthermore, when the parameter of the success rate is less than a predetermined value, the action part execution control unit 104 may display a display on the action part home screen 61 to prompt the user to select rest 23. In this case, it is preferable to display the display in a manner in which the sub-characters are having a conversation.
[0156] The action part execution control unit 104 may display the first character with a facial expression according to the action power points, which are the success rate parameter 25, on the action part home screen 61. In this case, the first character with different facial expressions, such as a tired facial expression and a lively facial expression, is displayed on the action part home screen 61 before and after the execution of the rest time performance.
[0157] If rest 23 is selected when the action power points, which are the success rate parameter 25, are at the maximum value, one turn of the action part 12 will be wasted. Therefore, the action part execution control unit 104 may be configured to present a confirmation dialogue asking whether it is OK to execute rest 23 or whether it is not necessary to execute rest 23, and not to execute the rest performance. In other words, the action part execution control unit 104 may be configured to control so that rest 23 can be selected after the area investigation 21 or the request acceptance 22 is selected.
[0158] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof.
[0159] [Appendix 1] Computer, a group organizing means for organizing a group including a first type of game element and a second type of game element; an action part execution means for executing an action part in which a player selects one action from at least one or more actions and changes an attribute value of a first type of game element in accordance with a result of the selected action; a battle part execution means for executing a battle part in which the first type of game elements compete against each other by using at least attribute values of the second type of game elements that organize the group; a second game element providing means for providing a new second type of game element based on at least an attribute value of the first type of game element; A program that functions as a
[0160] [Appendix 2] the first type of game element includes a rank; the second game element providing means provides the second type of game element that differs depending on the rank of the first type of game element; 2. The program described in Appendix 1.
[0161] [Appendix 3] the second game element providing means provides the second type of game element that is more advantageous to progress of the game as the rank of the first type of game element becomes higher; 2. The program according to claim 1 or 2.
[0162] [Appendix 4] the second game element imparting means determines an attribute of the second type of game element to be imparted based on an attribute value of the first type of game element; 4. A program according to any one of claims 1 to 3.
[0163] [Appendix 5] the second game element providing means determines whether or not to provide a new second type of game element depending on a result of the selected action. 5. A program according to any one of claims 1 to 4.
[0164] [Appendix 6] the second game element providing means presents the content of the second type of game element to be provided after the battle part ends. 6. The program according to any one of claims 1 to 5.
[0165] [Appendix 7] the second game element providing means presents an attribute and a rank of the second type of game element to be provided; 7. A program according to any one of claims 1 to 6.
[0166] [Appendix 8] the action part execution means presents a character associated with the first type of game element in a first form; The battle part execution means presents a character associated with the first type of game element in a second form. 8. A program according to any one of claims 1 to 7.
[0167] [Appendix 9] the battle part execution means performs a transformation of a character associated with the first type of game element, and after the transformation, changes the form of the character associated with the first type of game element from the first form to the second form; 9. A program according to any one of claims 1 to 8.
[0168] [Appendix 10] The group organizing means is capable of organizing a group including the second type of game element assigned in the action part. 10. The program according to any one of claims 1 to 9.
[0169] [Appendix 11] the first type of game element is a character; The second type of game element is an item. 11. The program according to any one of claims 1 to 10.
[0170] [Appendix 12] a group organizing means for organizing a group including a first type of game element and a second type of game element; an action part execution means for executing an action part in which a player selects one action from at least one or more actions and changes an attribute value of a first type of game element in accordance with a result of the selected action; a battle part execution means for executing a battle part in which the first type of game elements compete against each other by using at least attribute values of the second type of game elements that organize the group; a second game element providing means for providing a new second type of game element based on at least an attribute value of the first type of game element; A game device comprising: [Explanation of symbols]
[0171] 1. Gaming terminal 2 Game Server 10 Deck Organization Part 11 episodes 12 Action Part 13 Transformation Part 14 Battle Part 15 Ending Part 16 Result Part 80 Player Information Management Unit 81 Game Execution Management Department 82 Store Management Department 101 Player Information Management Unit 102 Game execution control unit 103 Deck Organization Section 104 Action part execution control unit 105 Transformation part execution control unit 106 Battle part execution control unit 107 Ending episode execution control unit 108 Result part execution control section 109 Store presentation control unit
Claims
1. Computer, a group organizing means for organizing a group including a first type of game element having a plurality of attributes and a second type of game element having any of a plurality of attributes; an action part execution means for executing an action part in which a player selects one action from at least one or more actions and changes an attribute value of a first type of game element in accordance with a result of the selected action; a battle part execution means for executing a battle part in which the first type of game elements compete against each other by using at least attribute values of the second type of game elements that organize the group; a second game element imparting means for imparting a second type of game element having a rank corresponding to at least an attribute value of the first type of game element after the action part is executed; Function as a the second game element imparting means determines attributes of the two types of game elements to be imparted based on attributes of the first type of game element after execution of the action part; program.
2. the second game element providing means provides the second type of game element that is more advantageous to progress of the game as the attribute value of the first type of game element becomes higher; The program according to claim 1.
3. the second game element imparting means imparts the second type of game element having the same attribute as the largest attribute among the attributes of the first type of game element after the action part is executed; The program according to claim 1.
4. the second game element providing means determines whether or not to provide a new second type of game element depending on a result of the selected action. The program according to claim 1.
5. the second game element providing means presents the content of the second type of game element to be provided after the battle part ends. The program according to claim 1.
6. the second game element providing means presents an attribute and a rank of the second type of game element to be provided; The program according to claim 5.
7. the action part execution means presents a character associated with the first type of game element in a first form; the battle part execution means presents a character associated with the first type of game element in a second form; The program according to claim 1.
8. the battle part execution means effects a transformation of a character associated with the first type of game element, and after the transformation, changes the form of the character associated with the first type of game element from the first form to the second form; The program according to claim 7.
9. The group organizing means is capable of organizing a group including a second type of game element assigned in the action part. The program according to claim 1.
10. the first type of game element is a character; The second type of game element is an item. The program according to claim 1.
11. A group organizing means for organizing a group including a first type of game element having a plurality of attributes and a second type of game element having any one of a plurality of attributes; an action part execution means for executing an action part in which a player selects one action from at least one or more actions and changes an attribute value of a first type of game element in accordance with a result of the selected action; a battle part execution means for executing a battle part in which the first type of game elements compete against each other by using at least attribute values of the second type of game elements that organize the group; a second game element providing means for providing a second type of game element having a rank corresponding to at least an attribute value of the first type of game element after the action part is executed; Equipped with the second game element imparting means determines attributes of the two types of game elements to be imparted based on attributes of the first type of game element after execution of the action part; Gaming device.
Citation Information
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