Control method, computer and control program

By dynamically correcting the parameters of the main character in role-playing or card battle games based on the sub-characters, the method addresses the issue of reduced game interest, ensuring the main character remains competitive within the party.

JP7676049B2Active Publication Date: 2025-05-14GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023205994
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-06
Publication Date
2025-05-14
Estimated Expiration
2034-08-29

AI Technical Summary

Technical Problem

Conventional role-playing or card battle games fail to dynamically change the abilities of the main character based on the sub-characters in the party or deck, leading to reduced interest in the game.

Method used

A control method for a computer that stores a game medium group consisting of a main game medium and a sub-game medium with parameters, where the parameters of the main game medium are corrected based on those of the sub-game medium during a battle, enhancing the main character's abilities.

Benefits of technology

This approach enhances the interest of the game by dynamically adjusting the main character's parameters based on the sub-characters, preventing the main character from becoming a weakness in the party.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a control method, a computer, and a control program capable of enhancing fun of a game.SOLUTION: A control method is a method for controlling a computer 3 including a storage part 32 and executing a battle. When the storing part 32 stores a game medium group composed of a main game medium and a sub-game medium each having parameters and a battle is performed, the computer 3 corrects the parameters of the main game medium, based on the parameters of the sub-game medium, and performs a battle by using the game media group in which the parameters of the main game medium are corrected.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a control method, a computer, and a control program. [Background technology]

[0002] In recent years, so-called social games that allow multiple players to communicate with each other have become known as games provided to mobile terminals via communication networks. Social games include, for example, card battle games in which players battle using decks made up of cards of a main character and cards of sub-characters acquired through game progress or the like.

[0003] Also, role-playing games are known in which sub-characters (non-player characters, companion characters, etc.) appear in addition to a main character (player character, hero character, etc.) that is operated by a player. In such role-playing games, a player selects a sub-character from among a plurality of characters, forms a party with the main character and the selected sub-character, and executes a game in which the main character and the selected sub-character battle.

[0004] For example, Patent Document 1 describes a role-playing game system in which a screen is displayed on which a player can select a main character and characters of different levels, and the game progresses using a party made up of the main character and a character selected by the player using that screen. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2012-45422 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, in conventional role-playing games or card battle games, even if a player forms a party or a deck using a main character and a sub-character, the current ability of the main character does not change. In particular, the ability of the main character is not affected by the ability of the sub-character in the party or deck, which reduces the interest of the battle game.

[0007] The present invention has been made to solve such problems, and has an object to provide a control method, computer, and control program that can improve the entertainment value of a game. [Means for solving the problem]

[0008] The control method according to the present invention is a control method for a computer having a storage unit and executing a game in which battles are performed, the control method including storing in the storage unit a group of game media constituted by main game media and sub game media, each having parameters, and, when conducting a battle, correcting the parameters of the main game media based on the parameters of the sub game media, and conducting the battle using the group of game media in which the parameters of the main game media have been corrected. Note that the computer may be, for example, a mobile terminal, a stationary terminal, a server, etc., as long as it is capable of executing the above procedure.

[0009] In the control method according to the present invention, the computer performs the correction by It is preferable to correct the parameters of the main game media by adding a value based on a predetermined ratio of the body parameters to the parameters of the main game media.

[0010] Furthermore, in the control method of the present invention, it is preferable that the parameters possessed by the main game medium include a plurality of element parameters, and in the correction, the computer corrects each element parameter of the main game medium based on the sum of the plurality of element parameters of the main game medium and the ratio of each element parameter, or the ratio of each element parameter to the sum of the plurality of element parameters of the sub game medium.

[0011] Furthermore, in the control method of the present invention, it is preferable that the parameters possessed by the sub game medium include a plurality of element parameters, and in the correction, the computer corrects each element parameter of the main game medium based on a value obtained by multiplying the sum of the plurality of element parameters of the sub game medium by the ratio of each element parameter.

[0012] Furthermore, in the control method of the present invention, it is preferable that the computer further stores in the memory unit each of the main game medium and the sub game medium in association with characteristic information that specifies the ratio of each element parameter in the main game medium and the sub game medium, and that the characteristic information associated with the main game medium is selectable in response to an instruction from the player, and the characteristic information associated with the sub game medium is not selectable in response to an instruction from the player.

[0013] In addition, in the control method according to the present invention, it is preferable that the main game content cannot be selected in response to an instruction from the player, and the sub game content can be selected in response to an instruction from the player.

[0014] In addition, in the control method according to the present invention, it is preferable that the computer further stores in the memory unit game media of other players related to the player, and the sub game media includes game media of the other players.

[0015] Furthermore, in the control method of the present invention, it is preferable that the parameters possessed by the main game medium and the sub game medium each have a plurality of element parameters, and that in the correction, the computer corrects each element parameter of the main game medium based on each corresponding element parameter of the sub game medium.

[0016] In the control method according to the present invention, it is preferable that the computer further creates display data for displaying a difference between the corrected parameter and the parameter before correction.

[0017] The computer according to the present invention is a computer that executes a game in which battles are conducted, and has a memory unit that stores a group of game media composed of main game media and sub game media, each of which has parameters, a correction unit that corrects the parameters of the main game media based on the parameters of the sub game media when conducting a battle, and a battle execution unit that conducts a battle using the group of game media in which the parameters of the main game media have been corrected.

[0018] The control program of the present invention has a memory unit and causes a computer that executes a game in which battles are carried out to store in the memory a group of game media composed of main game media and sub game media, each of which has parameters, and when a battle is carried out, corrects the parameters of the main game media based on the parameters of the sub game media, and executes a battle using the group of game media in which the parameters of the main game media have been corrected. Effect of the Invention

[0019] The control method, computer, and control program according to the present invention correct parameters of the main game medium based on parameters of the sub game medium in a game in which battles are played using a group of game media consisting of a main game medium and a sub game medium, thereby making it possible to increase the interest of the game. [Brief description of the drawings]

[0020] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Diagram 2] 2 is a diagram showing an example of a schematic configuration of a mobile terminal 2. FIG. [Diagram 3] FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. [Figure 4] 3A to 3C are diagrams illustrating examples of data structures of various tables stored in a server storage unit 32. [Diagram 5] 3A to 3C are diagrams illustrating examples of data structures of various tables stored in a server storage unit 32. [Figure 6] FIG. 13 is a diagram showing an example of a method for correcting element parameters (HP and MP) of a main character. [Figure 7] FIG. 13 is a diagram showing an example of a method for correcting element parameters (attack power, defense power, magic attack power, magic defense power) of a main character. [Figure 8] 8A is a diagram showing an example of a menu screen 800 displayed on the mobile terminal 2, and FIG. 8B is a diagram showing an example of a party formation screen 810 displayed on the mobile terminal 2. FIG. [Figure 9] FIG. 13 is a diagram showing an example of a main character setting screen 900 displayed on the mobile terminal 2. [Figure 10] 10 shows an example of an occupation change screen 1000 displayed on the mobile terminal 2. [Figure 11] FIG. 11 is a diagram showing an example of a sub-character setting screen 1100 displayed on the portable terminal 2. [Figure 12] FIG. 12 is a diagram showing an example of a sub-character change screen 1200 displayed on the portable terminal 2. [Figure 13] FIG. 2 is a diagram showing an example of an operation sequence of the game system 1. [Figure 14] FIG. 2 is a diagram showing an example of an operation sequence of the game system 1. [Figure 15] FIG. 11 is a diagram illustrating an example of an operation flow of a parameter correction process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the claims and their equivalents.

[0022] In this embodiment, a player executes a game in which a party made up of a main character and a sub-character battles an enemy character. Here, a party means a group or group of characters. A main character is a character owned by a player, and is a character that is always included in a party when the player executes a battle. A sub-character is a character that constitutes a party in addition to the main character, and is selected from characters owned by the player other than the main character.

[0023] The main character and sub-characters are examples of game media. Game media is electronic data used in a game, and includes, for example, cards, items, characters, and avatars. Game media is electronic data that can be acquired, held, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or donated by a player in the game as the game progresses, but the manner of use of the game media is not limited to those explicitly stated in this specification. The image of the main character's appearance may be changed according to the player's instructions or the level of the main character, etc.

[0024] A party is an example of a game media group made up of multiple game media. In this embodiment, a party is described as an example of a game media group, but a deck in which multiple game media are arranged in predetermined positions may also be used as the game media group.

[0025] The main character and sub-characters each have parameters, such as physical strength (or HP (hit points)), magical power (or MP (magic points)), attack power, magic attack power, defense power, magic defense power, skill (special effect) activation rate, number of attacks in one battle, number of defenses in one battle, and other element parameters.

[0026] In this game, the parameters of the main character are corrected based on the parameters of the sub-characters that make up the party. The player executes the game in which the party with the corrected main character parameters battles enemy characters.

[0027] In this way, by correcting the parameters of the main character based on the parameters of the sub-characters that make up the party before a battle, it is possible to increase the interest of the battle game.

[0028] FIG. 1 is a diagram showing an example of a schematic configuration of a game system 1. As shown in FIG.

[0029] The game system 1 includes at least one mobile terminal 2 and a server 3. The mobile terminal 2 and the server 3 are connected to each other via a communication network, for example, via a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. A program executed on the mobile terminal 2 (for example, a browsing program) and a program executed on the server 3 (for example, a game program) communicate with each other using a communication protocol such as Hypertext Transfer Protocol (HTTP).

[0030] FIG. 2 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.

[0031] The portable terminal 2 connects to the server 3 via a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7, and communicates with the server 3. The portable terminal 2 requests the server 3 to progress in the game in response to the operation of an operation unit 23 (buttons, etc.) by the player. The portable terminal 2 also receives and displays display data relating to the progress of the game from the server 3. To this end, the portable terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a device processing unit 25.

[0032] In this embodiment, the mobile terminal 2 is assumed to be a multi-function mobile phone (a so-called "smartphone"), but the present invention is not limited to this. The mobile terminal 2 may be any device to which the present invention can be applied, such as a mobile phone (a so-called "feature phone"), a personal digital assistant (PDA), a portable game machine, a portable music player, a tablet terminal, etc. Alternatively, it may be a tablet PC, a notebook PC, etc.

[0033] The terminal communication unit 21 includes a communication interface circuit including an antenna having a predetermined frequency band as a sensitive band, and connects the mobile terminal 2 to a wireless communication network. The terminal communication unit 21 establishes a wireless signal line with the base station 4 by a CDMA (Code Division Multiple Access) method or the like via a channel assigned by the base station 4, and communicates with the base station 4. Then, the terminal communication unit 21 transmits the data supplied from the device processing unit 25 to the server 3, etc. Also, the terminal communication unit 21 supplies the device processing unit 25 with the data received from the server 3, etc.

[0034] The terminal storage unit 22 includes, for example, a semiconductor memory device. The terminal storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used for processing in the device processing unit 25. For example, the terminal storage unit 22 stores, as driver programs, an input device driver program for controlling the operation unit 23, an output device driver program for controlling the display unit 24, and the like. The terminal storage unit 22 also stores, as application programs, programs for acquiring and displaying display data related to the progress of the game, and the like. The terminal storage unit 22 also stores, as data, display data related to the progress of the game, video data, image data, and the like. Furthermore, the terminal storage unit 22 may temporarily store temporary data related to a predetermined process.

[0035] The operation unit 23 may be any device capable of operating the mobile terminal 2, such as a touch panel or key buttons. The player can input letters, numbers, symbols, and the like using the operation unit 23. When the operation unit 23 is operated by the player, it generates a signal corresponding to the operation. The generated signal is then supplied to the device processing unit 25 as an instruction from the player.

[0036] The display unit 24 may be any device capable of displaying videos, images, etc., and may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 24 displays a video corresponding to the video data supplied from the device processing unit 25, an image corresponding to the image data, and the like.

[0037] The device processing unit 25 includes one or more processors and their peripheral circuits. The device processing unit 25 centrally controls the overall operation of the mobile terminal 2, and is, for example, a CPU (Central Processing Unit). The device processing unit 25 executes various processes of the mobile terminal 2 in a terminal memory. The device processing unit 25 controls the operations of the terminal communication unit 21, the display unit 24, etc. so that the operations are executed in an appropriate order based on the programs stored in the terminal storage unit 22 and the operations of the operation unit 23. The device processing unit 25 executes processing based on the programs (operating system programs, driver programs, application programs, etc.) stored in the terminal storage unit 22. The device processing unit 25 can also execute multiple programs (application programs, etc.) in parallel.

[0038] The device processing unit 25 includes at least a browsing execution unit 251. Each of these units is a functional module realized by a program executed by a processor included in the device processing unit 25. Alternatively, each of these units may be implemented in the mobile terminal 2 as firmware.

[0039] The browsing execution unit 251 acquires and displays display data related to the progress of the game. That is, in response to an instruction from the player, the browsing execution unit 251 transmits an acquisition request for display data related to the progress of the game to the server 3 via the device communication unit 21. The browsing execution unit 251 also receives corresponding display data from the server 3 via the device communication unit 21. The browsing execution unit 251 creates drawing data based on the received display data. That is, the browsing execution unit 251 analyzes the received display data to identify control data and content data, lays out the identified content data based on the identified control data, and creates drawing data. Then, the browsing execution unit 251 outputs the created drawing data to the display unit 24.

[0040] Fig. 3 is a diagram showing an example of a schematic configuration of the server 3. Fig. 4 and Fig. 5 are diagrams showing examples of data structures of various tables stored in the server storage unit 32.

[0041] The server 3 progresses the game in response to a request from the mobile terminal 2. The server 3 also creates display data related to the progress of the game and transmits it to the mobile terminal 2. To this end, the server 3 includes a server communication unit 31, a server storage unit 32, and a server processing unit 33.

[0042] The server communication unit 31 includes a communication interface circuit for connecting the server 3 to the Internet 7, and communicates with the Internet 7. The server communication unit 31 supplies data received from the mobile terminal 2 or the like to the server processing unit 33. The server communication unit 31 also transmits data supplied from the server processing unit 33 to the mobile terminal 2 or the like.

[0043] The server storage unit 32 includes, for example, at least one of a magnetic tape device, a magnetic disk device, and an optical disk device. The server storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the server processing unit 33. For example, the server storage unit 32 stores, as an application program, a game program that progresses a game and creates display data related to the results.

[0044] The server storage unit 32 stores data such as various tables shown in Fig. 4 and Fig. 5, data related to game fields, items, avatars, and enemy characters. Furthermore, the server storage unit 32 may temporarily store temporary data related to a predetermined process. The various tables will be described later.

[0045] The server processing unit 33 includes one or more processors and their peripheral circuits. The server processing unit 33 centrally controls the overall operation of the server 3, and is, for example, a CPU. The server processing unit 33 controls the operation of the server communication unit 31, etc., so that various processes of the server 3 are executed in an appropriate order based on the programs, etc. stored in the server storage unit 32. The server processing unit 33 executes processes based on the programs (operating system programs, driver programs, application programs, etc.) stored in the server storage unit 32. The server processing unit 33 can also execute multiple programs (application programs, etc.) in parallel.

[0046] Here, a method for correcting the parameters of the main character in the game provided by the game system 1 will be described with reference to Fig. 6 and Fig. 7. Fig. 6 is a schematic diagram for explaining a method for correcting the HP and MP of the main character based on the HP and MP of sub-characters 1 to 3 that make up the party.

[0047] In the example shown in Fig. 6, a party is made up of a main character and sub-characters 1 to 3. The main character's current HP and MP are 950 and 50 points, respectively. The sub-character 1's current HP and MP are 700 and 300 points, the sub-character 2's current HP and MP are 1000 and 500 points, respectively, and the sub-character 3's current HP and MP are 2000 and 300 points, respectively.

[0048] First, the points to be provided to the main character for each sub-character are calculated. For example, as shown in frame 601 of FIG. 6, 200 points, which is 20% of the total value (1000 points) of the HP (700 points) and MP (300 points) of sub-character 1, are calculated as the points to be provided. Similarly, points to be provided (300 points and 460 points) which are 20% of the total value of the HP and MP are calculated for sub-characters 2 and 3. Hereinafter, the ratio of the points to be provided to the total value of each element parameter of the sub-characters ("20%" in the above example) is referred to as the "rate of provision." In other words, the rate of provision is an example of a predetermined rate of the parameters of the sub-characters, and the points to be provided are an example of a value based on the predetermined rate of the parameters of the sub-characters.

[0049] Next, as shown in frame 602, the total value of the assigned points calculated for each sub-character (9 60 points) are calculated as the total points added to the main character's element parameters.

[0050] Next, as shown in box 603, the main character's total added points (960 points) are distributed to the main character's HP added points and MP added points. In this example, based on the ratio of the main character's current HP to current MP, 960 points are distributed to the HP added points (912 points) and MP added points (48 points). The formula for calculating the HP added points and MP added points is as follows: HP addition points = Main character's total addition points x ratio (HP) MP addition points = Main character's total addition points x ratio (MP) Ratio (HP) = Main character's current HP / (Main character's current HP + Main character's current MP) Ratio (MP) = Main character's current MP / (Main character's current HP + Main character's current MP)

[0051] Finally, as shown in box 604, the HP addition points (912 points) are added to the main character's current HP (950 points) to calculate the corrected HP (1862 points). Similarly, the MP addition points are added to the main character's current MP to calculate the corrected MP. As described above, the main character's HP and MP are corrected by adding a value based on a predetermined percentage of the sum of the sub-characters' HP and MP.

[0052] Note that, instead of the current HP and MP ratios of the main character, the HP and MP ratios of any one of the sub-characters 1 to 3 may be used as the ratio (HP) and ratio (MP). In that case, for example, the HP and MP ratios of the sub-character 3, which has the highest total HP and MP value among the sub-characters 1 to 3, may be used as the ratio (HP) and ratio (MP). Alternatively, the HP and MP ratios of one sub-character selected by lottery may be used.

[0053] Furthermore, the ratio (HP) and ratio (MP) may be the ratio of the HP and MP of any two or more sub-characters among sub-characters 1 to 3. In that case, the ratio (HP) and ratio (MP) may be, for example, the ratio of the average HP and average MP of the two or more sub-characters selected by lottery.

[0054] In addition, when each character has an attribute, the grant rate of a sub-character having the same attribute as the main character may be set higher than the grant rate of a sub-character having another attribute. Note that an attribute is a characteristic or property that each character has that determines the advantage over enemy characters in battle, such as fire, water, lightning, etc.

[0055] Furthermore, if each character has an occupation, the grant rate of a sub-character having the same occupation as the main character may be set higher than the grant rate of a sub-character having a different occupation. An occupation is a status that allows the use of unique techniques or skills used in battle or adventure, such as warrior or magician. An occupation is an example of a character's characteristic information. The characteristic information is a special property of each character that is set for each character.

[0056] The sub-character may be a character of a player who is in a friend relationship with the player in the game or on a social networking service (SNS). The grant rate of a sub-character set to a character of a player who is in a friend relationship is set higher than the grant rate of other sub-characters. Note that a player who is in a friend relationship with a player is an example of a related player, which is another player related to the player. Related players include, for example, other players who belong to the same group as the player, other players who are friends with the player, other players who have rescued the player in a past battle with an enemy character, other players with whom the player has played against in the past, and / or other players who belong to a group with which the player has played against in the past.

[0057] Also, the corresponding MP and MP of the main character may be corrected based on the HP and MP of each sub-character, respectively. For example, when the HP of the main character is corrected, the HP points given to each sub-character are calculated, and the sum of the HP points given to each sub-character is added to the current HP as the HP added points to calculate the corrected HP.

[0058] FIG. 7 is a schematic diagram for explaining a method for correcting the attack power, defense power, magic attack power, and magic defense power of the main character based on the attack power, defense power, magic attack power, and magic defense power of sub-characters 1 to 3 that make up the party.

[0059] The main character's current attack power, defense power, magic attack power, and magic defense power are 200 points, 200 points, 50 points, and 50 points, respectively. The sub-character 1's current attack power, defense power, magic attack power, and magic defense power are 100 points, 100 points, 150 points, and 150 points, respectively. The sub-character 2's current attack power, defense power, magic attack power, and magic defense power are 100 points, 100 points, 400 points, and 200 points, respectively. The sub-character 3's current attack power, defense power, magic attack power, and magic defense power are 500 points, 500 points, 150 points, and 150 points, respectively.

[0060] First, the points to be granted are calculated for each sub-character. For example, as shown in box 701 in Fig. 7, 100 points, which is 20% of the total value (500 points) of sub-character 1's attack power (100 points), defense power (100 points), magic attack power (150 points), and magic defense power (150 points), are calculated as the points to be granted. Similarly, points to be granted for sub-characters 2 and 3 (160 points and 260 points) are calculated, which is 20% of the total value of attack power, defense power, magic attack power, and magic defense power.

[0061] Next, as shown in frame 702, the total value (520 points) of the assigned points calculated for each sub-character is calculated as the total added points.

[0062] Next, as shown in box 703, the main character's total points (520 points) are allocated to the main character's attack power points, defense power points, magic attack power points, and magic defense power points. In this example, based on the ratio of the main character's current attack power, current defense power, current magic attack power, and current magic defense power, 520 points are allocated to attack power points (208 points), defense power points (208 points), magic attack power points (52 points), and magic defense power points (52 points). The formulas for calculating HP points and MP points are as follows: Attack power bonus points = Main character's total bonus points x ratio (attack power) Defense power added points = Main character's total added points x ratio (defense power) Magic attack power bonus points = Main character's total bonus points x ratio (magic attack power) Magic defense power added points = Main character's total added points x ratio (magic defense power) Ratio (attack power) = main character's current attack power / (main character's current attack power + main character's current defense power + main character's current magic attack power + main character's current magic defense power) Ratio (defense power) = main character's current defense power / (main character's current attack power + main character's current defense power + main character's current magic attack power + main character's current magic defense power) Ratio (Magic Attack Power) = Main character's current Magic Attack Power / (Main character's current Attack Power + Main character's current Defense Power + Main character's current Magic Attack Power + Main character's current Magic Defense Power) Ratio (Magic Defense) = Main character's current Magic Defense / (Main character's current Attack + Main character's current Defense + Main character's current Magic Attack + Main character's current Magic Defense)

[0063] Finally, as shown in box 704, the attack power addition points (208 points) are added to the main character's current attack power (200 points) to calculate a corrected attack power (408 points). Similarly, the defense power addition points, magic attack power addition points, and magic defense power addition points are added to the main character's current defense power, current magic attack power, and current magic defense power, respectively, to calculate the corrected defense power, magic attack power, and magic defense power.

[0064] In conventional role-playing games or card battle games, sub-characters that make up a party can become stronger than the main character, and a low-level main character can become a weakness of the party. Furthermore, when the main character that makes up a party can be changed, the main character that the player has an attachment to as an alter ego must be removed from the party.

[0065] By employing the above-mentioned method of correcting the parameters of the main character, it is possible to prevent the player from becoming dissatisfied with the main character becoming a weak point in the party.

[0066] 8 to 12 are diagrams showing examples of the display screen of the mobile terminal 2 based on the display data created by the server 3. In FIG.

[0067] 8(a) shows an example of a menu screen 800 that is displayed when the game is started. The menu screen 800 is displayed based on menu screen display data received from the server 3. A list of multiple buttons including an "Adventure" button 801, a "Battle" button 802, a "Party Formation" button 803, a "Shop" button 804, and a "Settings" button 805 is displayed on the screen.

[0068] When the "Adventure" button 801 is pressed, a game progress screen (not shown) is displayed in which the game progresses using the main character or a party consisting of the main character and sub-characters. When the "Battle" button 802 is pressed, a battle is carried out using the party, and a battle result screen (not shown) including the battle results is displayed. When the "Party Formation" button 803 is pressed, a party formation screen for forming a party is displayed. When the "Shop" button 804 is pressed, a screen (not shown) for purchasing items and characters is displayed. When the "Settings" button 805 is pressed, a screen (not shown) for making settings required for progressing through the game is displayed.

[0069] FIG. 8(b) shows an example of a party formation screen 810. The party formation screen 810 is displayed when the player presses the "Party formation" button 803. The party formation screen 810 displays a main character image 811 and three sub-character images 812, 813, and 814. That is, this party is made up of the main character and the three sub-character images 812, 813, and 814. The four character images (811, 812, 813, 814) are made up of sub-characters and are arranged from the left in accordance with the order of the parties stored for each player in the party table described below.

[0070] When the main character image 811 is pressed, a main character setting screen, which will be described later, is displayed, and when any one of the sub-character images 812, 813, and 814 is pressed, a sub-character setting screen, which will be described later, is displayed.

[0071] On the party formation screen 810, a "back" button 815 is displayed below the main character image 811 or the sub-character images 812, 813, and 814. When the "back" button 815 is pressed, the menu screen 800 is displayed.

[0072] Fig. 9 shows an example of a main character setting screen 900. The main character setting screen 900 is a screen for setting a main character, which is displayed when a player presses a main character image displayed on the party organization screen 810 shown in Fig. 8(b) or a sub-character setting screen described later.

[0073] The main character setting screen 900 displays a main character image 901, three sub-character images 902, 903, 904, the main character's name 905, occupation 906, level 907, a "Change Occupation" button 908, each element parameter 909 such as HP, MP, attack power, defense power, magic attack power, and magic defense power, the name of a skill 910, a "Change Skill" button 911, and a "Back" button 912.

[0074] The level is a numerical value indicating a level of strength that is accumulated for each character constituting a party when each player wins a battle or the like.

[0075] Skills are special abilities that each character can use when fighting. Special abilities include the ability to inflict damage on enemy characters that is different from the damage caused by the character's attack power and magic attack power, and the ability to confuse enemy characters. A main character can possess two or more skills. A player can select up to two skills for the main character to use in battle from the two or more skills possessed. As element parameters 909, each element parameter after the correction process described in FIG. 6 and FIG. 7 and the difference between each element parameter are displayed.

[0076] The difference between each element parameter before correction and each element parameter after correction may be displayed on a separate screen such as a help screen, etc. Furthermore, the rate of increase from each element parameter before correction to each element parameter after correction of the main character may be displayed.

[0077] The main character image 901 displayed on the main character setting screen 900 is displayed more emphasized than the other sub-character images 902, 903, and 904. For example, the main character image 901 is displayed brighter than the other sub-character images 902, 903, and 904. Alternatively, the main character image 901 may be displayed in a darker color than the other sub-character images 902, 903, and 904, or may be displayed blinking. Alternatively, the main character image 901 may be displayed larger than the other sub-character images 902, 903, and 904. The highlighting of the main character image 901 allows the player to intuitively understand the selected main character.

[0078] When the "Change Job" button 908 is pressed, a job change screen, which will be described later, is displayed. When the "Change Skill" button 911 is pressed, a skill change screen (not shown) is displayed for changing the skills that the main character can use in battle. When the player performs a skill change operation on the change screen (not shown), the newly set skill is set as a skill that can be used in battle. When the "Back" button 912 is pressed, the menu screen 800 is displayed again.

[0079] 10 shows an example of a job change screen 1000. On the job change screen 1000, for each job, a main character image 1001, the name and level (Lv) of the job 1002, a "Select" button 1003, and each element parameter 1004, etc. are displayed, as well as a "Back" button 1005.

[0080] The main character image 1001 is an image showing a main character having a different appearance for each occupation. Each element parameter 1004 is an element parameter calculated or set for each occupation and level. The player can select the occupation of the main character while checking the main character image 1001 or each element parameter 1004.

[0081] When the "Select" button 1003 is pressed, the main character's occupation is changed to the selected occupation, and the main character setting screen 900 is displayed again. This main character setting screen 900 displays the main character after correction processing has been performed on each element parameter changed according to the occupation. When the "Return" button 1005 is pressed, the main character setting screen 900 before displaying the occupation change screen 1000 is displayed.

[0082] Fig. 11 shows an example of a sub-character setting screen 1100. The sub-character setting screen 1100 is displayed when the player presses any of the sub-character images displayed on the party organization screen 810 shown in Fig. 8(b), the main character setting screen 900 shown in Fig. 9, or the sub-character setting screen 1100. The sub-character corresponding to the pressed sub-character image is the sub-character to be changed.

[0083] The sub-character setting screen 1100 displays a main character image 1101, three sub-character images 1102, 1103, and 1104, the sub-character's name 1105, occupation 1106 and level 1107, a "change companion" button 1108, each element parameter 1109 of the sub-character to be changed, the name of the skill 1110, and a "back" button 1111.

[0084] The sub-character image 1102 displayed on the sub-character setting screen 1100 is displayed more emphasized than the main character image 1101 and other sub-character images 1103, 1104, similar to the highlighting of the main character image 901 on the main character setting screen 900. The skill name 1110 displays the name of the skill that the sub-character can use in battle. Two skills are uniquely set for the sub-character as skills that can be used in battle.

[0085] When the "Change companion" button 1108 is pressed, a sub-character change screen, which will be described later, is displayed. When the "Return" button 1111 is pressed, the menu screen 800 is displayed again.

[0086] 12 shows an example of a sub-character change screen 1200. On the sub-character change screen 1200, for each sub-character, a sub-character name 1201, an image 1202, a job name and level 1203, a "Details" button 1204, a "Select" button 1205, each element parameter 1206, etc. are displayed, as well as a "Back" button 1207. The player can select a sub-character to add to the party while checking the image 1202 or each element parameter 1206.

[0087] When the "Details" button 1204 is pressed, a screen (not shown) containing detailed information about the corresponding sub-character is displayed. The detailed information includes skills that can be used in battle. By displaying a screen containing the detailed information in addition to the sub-character change screen 1200, the mobile terminal 2 can provide the player with a lot of information about the sub-character.

[0088] When the "Select" button 1205 is pressed, the sub-character included in the party that is to be changed is changed to the selected sub-character, and the sub-character setting screen 1100 is displayed again. This sub-character setting screen displays the main character whose element parameters have been corrected in response to the change to the sub-characters that make up the party. When the "Back" button 1207 is pressed, the sub-character setting screen 1100 that was displayed before the sub-character change screen 1200 was displayed is displayed.

[0089] To realize the above functions, the server storage unit 32 stores various tables, such as a player table, a party table, a parameter table, a main character table, and a sub-character table, as shown in Fig. 4 and Fig. 5. Also, as shown in Fig. 3, the server processing unit 33 includes a progress control unit 331, a correction unit 332, and a battle execution unit 333. Each of these units is a functional module realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be implemented in the server 3 as firmware.

[0090] The various tables shown in FIG. 4 and FIG. 5 and the functional blocks of the server processing unit 33 shown in FIG. 3 will be described in detail below.

[0091] 4(a) shows the player table. In the player table, for each player, the player's player ID, the main character ID of the main character, the name, the job and the level, the owned sub-character information, the related player ID, etc. are stored in association with each other.

[0092] The main character ID is information for identifying the main character owned by each player. The owned sub-character information is information about the sub-characters owned by each player, and the sub-character ID and level are stored as the owned sub-character information. The related player ID is the player ID of other players related to each player.

[0093] 4(b) shows the party table. In the party table, for each player, the player ID of the player and the main character ID or sub-character ID corresponding to each order of the party are stored in association with each other.

[0094] 4(c) shows the parameter table. In the parameter table, for each player, the player's player ID, each element parameter (HP, MP, attack power, defense power, magic attack power, and magic defense power) of the main character of the player before and after correction, and the difference between each element parameter before and after correction are stored in association with each other.

[0095] 5(a) shows the main character table. In the main character table, for each main character, the main character ID and main character information of the main character are stored in association with each other. The main character information stores the main character's occupation, the file name of the image data, and basic parameters.

[0096] The basic parameters are parameters at level 1 set for each job. In the example of FIG. 5(a), HP, MP, attack power, defense power, magic attack power, and magic defense power at level 1 are stored as basic parameters. Each element parameter of the main character is calculated using a predetermined formula according to the main character's level, job, basic parameters, random numbers, etc. Note that each element parameter of each main character at each level may be stored in the main character table.

[0097] 5(b) shows a sub-character table. In the sub-character table, the sub-character ID, name, occupation, image data file name, basic parameters, etc. of each sub-character are stored in association with each other. Each element parameter of a sub-character is calculated according to a predetermined formula, similar to each element parameter of a main character. Alternatively, each element parameter of each sub-character at each level may be stored in the sub-character table.

[0098] The progress control unit 331 controls the start and execution of the game, and appropriately instructs the correction unit 332 and the battle execution unit 333 to execute processes. The progress control unit 331 exchanges necessary data with the portable device 2 via the server communication unit 31.

[0099] When the progress control unit 331 receives a request for each screen described with reference to Figs. 8 to 12 from the portable terminal 2, it identifies the player ID included in the request. Then, the progress control unit 331 creates display data for displaying buttons for receiving instructions from the target player, text information for notifying the target player, and images in a layout corresponding to the screen, and transmits the data to the portable terminal 2. When any button is pressed on the screen displayed on the portable terminal 2 in this way and a request for the next screen corresponding to that button is received from the portable terminal 2, the progress control unit 331 similarly creates display data for the next screen and transmits the data to the portable terminal 2.

[0100] In particular, when the "Battle" button 802 displayed on the menu screen 800 is pressed and a corresponding battle execution request is received, the progress control unit 331 instructs the battle execution unit 333 to execute a battle and passes the player ID included in the battle execution request. The progress control unit 331 also receives the battle results from the battle execution unit 333 that executed the battle, and creates battle result screen display data for displaying a battle result screen including the battle results. The progress control unit 331 transmits the created battle result screen display data to the mobile device 2 via the server communication unit 31.

[0101] Furthermore, when the "Party Formation" button 803 displayed on the menu screen 800 is pressed and a party formation request corresponding thereto is received, the progress control unit 331 creates party formation screen display data. The progress control unit 331 identifies the player ID included in the party formation request, and extracts the main character ID and sub-character ID corresponding to the identified player ID from the party table. The progress control unit 331 extracts each piece of information corresponding to the extracted main character ID and sub-character ID from the main character table and the sub-character table. The progress control unit 331 creates party formation screen display data for displaying a party formation screen 810 in which each piece of extracted information is arranged in a predetermined layout. The progress control unit 331 transmits the created party formation screen display data to the mobile device 2 via the server communication unit 31.

[0102] Furthermore, when the main character image 811 or the main character image 1101 displayed on the party organization screen 810 or the sub-character setting screen 1100 is pressed and a corresponding main character setting request is received from the mobile terminal 2, the progress control unit 331 creates main character setting screen display data. The player ID included in the request is identified, and each piece of information related to the main character corresponding to the identified player ID is extracted from the player table, the main character table, and the parameter table. The progress control unit 331 creates main character setting screen display data for displaying the main character setting screen 900 in which the extracted pieces of information are arranged in a predetermined layout. The progress control unit 331 transmits the created main character setting screen display data to the mobile device 2 via the server communication unit 31.

[0103] Furthermore, when the "Change Occupation" button 908 displayed on the main character setting screen 900 is pressed and a corresponding occupation change request is received from the mobile device 2, the progress control unit 331 creates occupation change screen display data. The progress control unit 331 identifies the player ID included in the occupation change request, and extracts the main character ID and level of the main character corresponding to the identified player ID from the player table. The progress control unit 331 creates the main character information corresponding to the extracted main character ID in the main character table, and calculates each element parameter of each occupation of the main character based on each extracted information. The progress control unit 331 creates occupation change screen display data for displaying the occupation change screen 1000 in which each extracted information and each calculated element parameter are arranged in a predetermined layout. The progress control unit 331 transmits the created occupation change screen display data to the mobile device 2 via the server communication unit 31.

[0104] Furthermore, when the "Select" button 1003 displayed on the job change screen 1000 is pressed and a corresponding job determination request is received from the mobile terminal 2, the progress control unit 331 identifies the player ID and job contained in the received job determination request. The progress control unit 331 updates the job of the main character corresponding to the identified player ID in the player table to the identified job.

[0105] Next, the progress control unit 331 instructs the correction unit 332 to execute a parameter correction process. Note that when the progress control unit 331 updates the player table, the progress control unit 331 may instruct the correction unit 332 to execute a parameter correction process immediately before executing a battle, without instructing the correction unit 332 to execute a parameter correction process.

[0106] Next, the progress control unit 331 creates main character setting screen display data for displaying a main character setting screen. Each element parameter after correction and the difference are displayed in each element parameter 909 of this main character setting screen 900. Next, the progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31. By displaying the difference of each element parameter of the main character on the main character setting screen, the player can confirm the degree to which the main character has been strengthened.

[0107] Furthermore, when any of the sub-character images displayed on the party organization screen 810, the main character setting screen 900, or the sub-character setting screen 1100 is pressed and a corresponding sub-character setting request is received from the mobile terminal 2, the progress control unit 331 creates sub-character setting screen display data. The progress control unit 331 identifies the player ID included in the sub-character setting request and extracts the level of the main character corresponding to the identified player ID from the player table. The progress control unit 331 identifies the sub-character ID included in the sub-character setting request and extracts each piece of information corresponding to the identified sub-character ID from the sub-character table. Furthermore, the progress control unit 331 calculates each element parameter of the sub-character based on each piece of extracted information.

[0108] Next, the progress control unit 331 generates a sub-character setting screen 1100 in which the extracted information and the calculated element parameters are arranged in a predetermined layout. The progress control unit 331 creates the setting screen display data and transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31.

[0109] In addition, when the "Change companion" button 1108 displayed on the sub-character setting screen 1100 is pressed and a corresponding sub-character change request is received from the mobile device 2, the progress control unit 331 creates sub-character change screen display data. The progress control unit 331 identifies the player ID included in the sub-character change request, extracts owned sub-character information corresponding to the identified player ID from the player table, and calculates each element parameter of the sub-character based on each extracted information. The progress control unit 331 creates sub-character change screen display data for displaying the sub-character change screen 1200 in which the extracted information and the calculated element parameters are arranged in a predetermined layout. The progress control unit 331 transmits the created sub-character change screen display data to the mobile device 2 via the server communication unit 31.

[0110] Furthermore, when the "Select" button 1205 displayed on the sub-character change screen 1200 is pressed and a corresponding sub-character determination request is received from the mobile device 2, the progress control unit 331 identifies the player ID, sub-character ID, and order within the party included in the received sub-character determination request. The progress control unit 331 updates the sub-character ID corresponding to the identified player ID and order in the party table to the identified sub-character ID.

[0111] Next, the progress control unit 331 instructs the correction unit 332 to execute a parameter correction process. The progress control unit 331 creates sub-character setting screen display data for displaying a sub-character setting screen. Note that each element parameter after correction and the difference may be displayed below the main character image 1101 on this sub-character setting screen 1100.

[0112] When the correction unit 332 is instructed by the progress control unit 331 to execute a parameter correction process, it identifies the player ID of the player included in the job determination request or the sub-character determination request, and extracts each piece of information on the main character corresponding to the identified player ID from the player table. The correction unit 332 also extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each piece of information on the sub-character corresponding to the extracted sub-character ID from the sub-character table. The correction unit 332 calculates each element parameter of the main character and the sub-character based on each piece of extracted information.

[0113] The correction unit 332 calculates the points to be given for each sub-character by multiplying the sum of each element parameter of the sub-character by the giving rate, and calculates the sum of the points to be given for each sub-character as the total added points. Next, the correction unit 332 calculates the ratio of each element parameter to the sum of each element parameter of the main character, and calculates the added points by multiplying the total added points by the ratio of each element parameter. Next, the correction unit 332 adds each added point to each element parameter of the main character to calculate each element parameter of the main character after correction. The correction unit 332 stores each element parameter of the main character before and after correction, as well as each difference between each element parameter before correction and each element parameter after correction, in the parameter table.

[0114] The correction unit 332 does not change each element parameter of the sub-character used in the parameter correction process. Note that the correction unit 332 may subtract each assigned point from each element parameter of the sub-character.

[0115] In addition, the rate at which sub-characters are awarded can be set according to instructions from the player. In this case, for example, the higher the grant rate is set, the stronger the enemy character that appears in the battle will be. Also, when the grant rate is set high, the experience value obtained upon winning the battle may be changed according to the grant rate so that the experience value obtained upon winning the battle will be lower.

[0116] Also, an upper limit (e.g., 60%) may be set for the grant rate. In this case, when a grant rate exceeding the upper limit is set, it may be made impossible to use skills in battle. Also, an upper limit may be set for the grant points. In this case, when the grant points reach the upper limit, a specific special effect may be exerted in battle.

[0117] When the battle execution unit 333 is instructed to execute a battle by the progress control unit 331, the battle execution unit 333 executes a battle with an enemy character using a party in which the parameters of the main character have been corrected. The battle execution unit 333 identifies the player ID included in the battle execution request, and extracts each element parameter of the main character corresponding to the identified player ID from the parameter table. The battle execution unit 333 also extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each piece of information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The battle execution unit 333 performs calculations using each element parameter of the sub-character based on each piece of information of the extracted sub-character.

[0118] The battle executing unit 333 executes a battle with an enemy character using the parameters of each character. The battle executing unit 333 passes the results of the executed battle to the progress control unit 331.

[0119] 13 and 14 are diagrams showing an example of an operation sequence of the game system 1. In particular, Fig. 13 and Fig. 14 show an operation sequence relating to party organization, character setting, and battle execution. This operation sequence is executed mainly by the device processing unit 25 and the server processing unit 33 in cooperation with each element of the mobile device 2 and the server 3, based on a program stored in advance in the device storage unit 22 and the server storage unit 32.

[0120] The operation sequence of the game system 1 shown in FIG. 13 will be described below.

[0121] First, when the player presses the "Party Formation" button 803 while the menu screen 800 is displayed on the display unit 24, the browsing execution unit 251 transmits a party formation request to the server 3 via the device communication unit 21 (step S101). When the party formation request is received via the server communication unit 31, the progress control unit 331 creates party formation screen display data (step S102). Next, the progress control unit 331 transmits the created party formation screen display data to the mobile device 2 via the server communication unit 31 (step S103). When the browsing execution unit 251 receives the party formation screen display data via the device communication unit 21, it displays the party formation screen 810 on the display unit 24 based on the received party formation screen display data (step S104).

[0122] When the player presses the main character image 811 on the party formation screen 810, the browsing execution unit 251 transmits a main character setting request to the server 3 via the terminal communication unit 21 (step S105).

[0123] When a main character setting request is received via the server communication unit 31, the progress control unit 331 creates main character setting screen display data (step S106). Next, the progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S107). When the browsing execution unit 251 receives the main character setting screen display data via the terminal communication unit 21, it displays the main character setting screen 900 on the display unit 24 based on the received main character setting screen display data. (step S108).

[0124] When the player presses the "Change Occupation" button 908 on the main character setting screen 900, the browsing executing unit 251 transmits a request to change occupation to the server 3 via the terminal communication unit 21 (step S109).

[0125] When an occupation change request is received via the server communication unit 31, the progress control unit 331 creates occupation change screen display data (step S110). Next, the progress control unit 331 transmits the created occupation change screen display data to the mobile terminal 2 via the server communication unit 31 (step S111). When the browsing execution unit 251 receives the occupation change screen display data via the terminal communication unit 21, it displays the occupation change screen 1000 on the display unit 24 based on the received occupation change screen display data (step S112).

[0126] When the player presses the "Select" button 1003 on the job change screen 1000, the browsing execution unit 251 transmits a job determination request to the server 3 via the terminal communication unit 21 (step S113).

[0127] When a job determination request is received via the server communication unit 31, the progress control unit 331 updates the main character ID, job, and skill character ID in the player table (step S114).

[0128] Next, the correction unit 332 executes a parameter correction process (step S115). The parameter correction process will be described in detail later. Next, the progress control unit 331 creates main character setting screen display data for displaying a main character setting screen (step S116).

[0129] The progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S117). When the browsing execution unit 251 receives the main character setting screen display data via the terminal communication unit 21, it displays the main character setting screen 900 on the display unit 24 based on the received main character setting screen display data (step S118).

[0130] Thereafter, when the menu screen 800 is displayed again on the display unit 24 in accordance with the player's operation, when the player presses the "Battle" button 803 while the menu screen 800 is displayed on the display unit 24, the viewing execution unit 251 transmits a battle execution request to the server 3 via the device communication unit 21 (step S119).

[0131] When the progress control unit 331 receives a battle execution request via the server communication unit 31, the battle executing unit 333 executes a battle. Next, the progress control unit 331 creates battle result screen display data (step S120).

[0132] Next, the progress control unit 331 transmits the created battle result screen display data to the mobile device 2 via the server communication unit 31 (step S121). When the viewing execution unit 251 receives the battle result screen display data via the device communication unit 21, it displays the battle result screen on the display unit 24 based on the received battle result screen display data (step S122). This completes the operation sequence related to the organization of the party, the setting of the characters, and the execution of the battle.

[0133] Next, an operation sequence of the game system 1 shown in Fig. 14 will be described. In Fig. 14, S201 to S204 and S219 to S222 correspond to S101 to S104 shown in Fig. 13. Since this is similar to S119 to S122, the description thereof will be omitted.

[0134] When the player presses any of the sub-character images on the party formation screen 810, the browsing execution unit 251 transmits a sub-character setting request to the server 3 via the terminal communication unit 21 (step S205).

[0135] When a sub-character setting request is received via the server communication unit 31, the progress control unit 331 creates sub-character setting screen display data (step S206). Next, the progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S207). When the viewing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208).

[0136] When the player presses the "change companion" button 1108 on the sub-character setting screen 1100, the viewing execution unit 251 transmits a sub-character change request to the server 3 via the terminal communication unit 21 (step S209).

[0137] When a sub-character change request is received via the server communication unit 31, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 transmits the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the viewing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212).

[0138] When the player presses the "Select" button 1205 on the sub-character change screen 1200, the browsing execution unit 251 transmits a sub-character determination request to the server 3 via the terminal communication unit 21 (step S213).

[0139] When a sub-character determination request is received via the server communication unit 31, the progress control unit 331 updates the sub-character ID in the party table (step S214).

[0140] The correction unit 332 executes a parameter correction process (step S215). The parameter correction process will be described in detail later. Next, the progress control unit 331 creates sub-character setting screen display data for displaying a sub-character setting screen (step S216).

[0141] The progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S217). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S218).

[0142] Fig. 15 is a diagram showing an example of an operational flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Fig. 15 is executed in step S115 in Fig. 13 and step S215 in Fig. 14.

[0143] When the correction unit 332 is instructed by the progress control unit 331 to execute the parameter correction process, the correction unit 332 identifies the main character and the sub-characters that constitute the party from the party table based on the player ID of the player included in the job determination request or the sub-character determination request. (Step S301).

[0144] The correction unit 332 corrects each parameter of the identified main character using each parameter of the identified sub-character (step S302). The correction unit 332 stores each parameter of the main character before and after the correction, and the difference between each parameter of the main character before and after the correction, in a parameter table (step S303), and ends the series of steps.

[0145] As described above, in the game system 1 of this embodiment, the server 3 corrects the parameters of the main character based on the parameters of the sub-character, and executes a game in which a battle is carried out using a party in which the parameters of the main character have been corrected. This makes it possible for the game system 1 of this embodiment to improve the entertainment value of the battle game.

[0146] In addition, in conventional role-playing games or card battle games, the sub-characters constituting the party may become stronger than the main character, and in this case, the low-level main character becomes the party's weak point. Furthermore, when the main characters constituting the party can be changed, in order to make the party stronger, it is necessary to remove the main character, which the player has a deep attachment to as an alter ego, from the party. With the game system 1, it is possible to prevent the player from becoming dissatisfied with the main character becoming a weak point in the party.

[0147] In addition, in the game system 1, the player may construct a deck of main character cards and sub-character cards and battle enemy characters. In this case, the placement position of each character card in the deck is determined by the order of the parties stored in the party table.

[0148] In this case, the grant rate may be changed depending on the placement position of the main character card or sub-character card in the deck. For example, if the main character card is placed in the front line of the deck, the grant rate of each sub-character is set higher than normal. Also, the grant rate of the sub-character card placed in the front line of the deck may be set lower than the grant rate of the sub-character card placed in the rear line of the deck, and the grant rate of the sub-character card placed in the front line of the deck may be set higher than the grant rate of the sub-character card placed in the rear line of the deck.

[0149] Furthermore, the correction unit 332 may execute the parameter correction process only in the case of a RAID battle or a quest in which a player fights a boss character.

[0150] In addition, in this embodiment, an example has been described in which the parameter correction process is executed when the player table is updated, i.e., before a battle is conducted, but the parameter correction process may be executed at any timing as long as it is executed when a battle is conducted. For example, the parameter correction process may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the battle is conducted. Furthermore, when the sub-characters constituting the party are changed by an instruction from the player during the battle, the parameter correction process may be executed at that time. Furthermore, the parameter correction process may be executed when each element parameter of the main character falls below a lower limit value during the battle, or when a specific battle effect is activated.

[0151] It should be understood that those skilled in the art can make various changes, substitutions, and alterations thereto without departing from the spirit and scope of the present invention. When the server 3 functions as a server 3 connected to the mobile terminal 2 via a network, the game progress screen can be displayed as a web display on the mobile terminal 2 based on data generated by the server 3, and other menu screens, etc. can be displayed as native displays using a native app installed on the mobile terminal 2, making it possible to create a hybrid game in which the server 3 and the mobile terminal 2 each handle part of the processing. [Explanation of symbols]

[0152] 1. Game System 2. Mobile devices 3 Server 31 Server Communication Department 32 Server memory section 33 Server Processing Unit 331 Progress Control Unit 332 Correction Section 333 Battle Executive Division

Claims

1. Computer, a first means for organizing a group of game media including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; a second means for correcting the first parameter and the second parameter of the first game medium based on a total value of the first parameter and the second parameter of the second game medium; A game control program that functions as a third means for conducting a match between the group of game media including the first game medium having the corrected first parameter and the corrected second parameter, and the second game medium having the first parameter and the second parameter, and an enemy game medium.

2. The game control program of claim 1, wherein the second means corrects the first parameter and the second parameter of the first game medium by adding a portion of a predetermined percentage of the total value of the first parameter and the second parameter of the second game medium to the first parameter of the first game medium, and adding another portion of the predetermined percentage of the total value to the second parameter of the first game medium.

3. the group of game media includes a plurality of the second game media; The game control program according to claim 1, wherein the second means corrects the first parameter and the second parameter of the first game medium by adding a portion of a predetermined percentage of the total value of the first parameters and the second parameters of a plurality of the second game media to the first parameter of the first game medium, and adding another portion of the predetermined percentage of the total value to the second parameter of the first game medium.

4. 4. The game control program according to claim 2 or 3, wherein the second means calculates a part and another part of the total value based on a ratio of the first parameter and the second parameter of the first game medium before correction.

5. The game control program according to claim 2 or 3, wherein the second means calculates a part and another part of the total value based on a ratio between the first parameter and the second parameter of the second game medium.

6. 6. The game control program according to claim 2, wherein the predetermined ratio can be set by a player.

7. The game control program according to claim 6 , wherein the third means is configured to play against a stronger enemy game medium as the predetermined ratio is set higher.

8. 8. The game control program according to claim 6, further comprising causing the computer to function as a fourth means for, when the player wins the match, awarding a lower experience point the higher the predetermined rate is set.

9. 9. The game control program according to claim 6, wherein the third means makes it impossible to use a predetermined skill in the battle when the predetermined ratio exceeds a threshold value.

10. a first means for organizing a group of game media including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; a second means for correcting the first parameter and the second parameter of the first game medium based on a total value of the first parameter and the second parameter of the second game medium; A game control device comprising: a first game medium having the corrected first parameter and the corrected second parameter; and a third means for conducting a match between the group of game media including the second game medium having the first parameter and the second parameter and an enemy game medium.

11. A first means organizes a game media group including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; a second means for correcting the first parameter and the second parameter of the first game medium based on a total value of the first parameter and the second parameter of the second game medium; A game control method including a third means for conducting a match between the group of game media including the first game medium having the corrected first parameter and the corrected second parameter, and the second game medium having the first parameter and the second parameter, and an enemy game medium.

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