Game system, computer program used therein, and control method
The game system addresses the issue of user motivation and comfort by continuing to increase experience points and awarding only consumable bonuses after the level upper limit is reached, ensuring benefits align with game progression and maintaining engagement for all users.
Patent Information
- Application Number
- JP2023135359
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-23
- Publication Date
- 2025-06-06
- Estimated Expiration
- 2039-07-18
AI Technical Summary
In game systems where a level upper limit is set, users who reach this limit receive surplus experience points that provide benefits such as buffs and new skills, but these benefits are not clearly related to the original leveling up benefits, leading to a potential sense of discomfort and decreased motivation for users both at and below the level upper limit.
The game system introduces an experience value increasing mechanism that continues to increase experience points after the level upper limit is reached, along with a bonus granting mechanism that awards only consumable bonuses, ensuring that benefits are aligned with the game's progression and do not create an unfair advantage.
This solution maintains user engagement by ensuring that benefits post-level upper limit are consistent with the game's progression, reducing the sense of discomfort and maintaining motivation for all users, while also preventing excessive advantages that could deter other players.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system or the like that provides a game in which a level value for defining parameters used in progression increases in accordance with the amount of experience points acquired, which are awarded based on the playing situation, and an upper level limit is set as a limit to the increase in the level value. [Background technology]
[0002] There is a game system that provides a game in which a level value, which defines parameters used for progression, increases according to the amount of experience points acquired based on the playing situation, and a level upper limit is set as a limit to the increase in the level value. For example, a game is known in which the level and experience points of an object are used as such a level value and the amount of experience points acquired, and the object's level is increased according to the experience points (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-192631 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the game of Patent Document 1, experience points are given to objects even after the level reaches the upper limit, and effects (benefits) such as buffs and the release of new skills are given based on the experience points (surplus experience points) given beyond the upper limit. The giving of such benefits is intended to suppress the decline in the motivation of users who have reached the upper limit to continue playing the game. However, there is no mention of the relationship between such benefits and the original benefits (effects) associated with leveling up. For this reason, it is considered that there is no particular relationship between such benefits based on surplus experience points and benefits associated with leveling up. On the other hand, the experience points before the upper limit and the surplus experience points are the same experience points, although there is a difference in the time (or conditions) of giving them, that is, around the upper limit. For this reason, it can be said that the benefits based on surplus experience points should be located on the extension line of leveling up, and it should be preferable that they are similar to the benefits of leveling up. As a result, if there is a difference between these benefits, there is a possibility that the game characteristics will differ before and after the upper limit. At the very least, there will undoubtedly be a difference in value between them despite the same experience points, which may ultimately cause a sense of discomfort to the user.
[0005] On the other hand, the benefits at the time of leveling up generally include an effect (benefit) of changing the provisions of various parameters (for example, the upper limit of a parameter). The same is true for benefits such as buffs and the release of new skills in the game of Patent Document 1, but these benefits can be classified as benefits that are not consumed in relation to the progress of the game (hereinafter, may be referred to as non-consumable benefits). However, if such non-consumable benefits are used as benefits based on surplus experience points (benefits after the level upper limit), the difference in the progress in the game or the difference in superiority and inferiority in the game may become too large between the user at the level upper limit and other users. Specifically, since non-consumable benefits have a continuous (or sustained) effect, once the benefit is granted, the effect is continuously granted thereafter. Also, since the level upper limit has already been exceeded, there is no limit to the granting of such non-consumable benefits, and the more you play, the more benefits you will be granted. As a result, the probability that other users can catch up with the user at the level upper limit (or the probability of winning) will be reduced, which may actually lead to a decrease in the motivation of other users to continue playing the game.
[0006] Therefore, the present invention aims to provide a game system etc. that can suppress the sense of discomfort felt by users while also suppressing the decline in motivation to continue playing the game not only for users whose level has reached the upper level limit, but also for other users. [Means for solving the problem]
[0007] The game system of the present invention is a game system that provides a game in which a level value for defining parameters used for progression increases in accordance with the amount of experience points gained that are granted based on the playing situation, and a level upper limit value is set as a limit for the increase in the level value, and the game system is equipped with an experience value increasing means that increases the amount of experience points gained from an initial value after the level value reaches the level upper limit value based on the playing situation after the level value reaches the level upper limit value, a bonus granting means that grants a bonus when the amount of experience points gained increases from the initial value to a predetermined amount, and an experience value subtraction means that reduces the amount of experience points gained by the predetermined amount as the bonus is granted, and when a level increase bonus is granted in the game as the level value increases, the bonus granting means grants only the consumable bonus out of the consumable bonus and the non-consumable bonus.
[0008] On the other hand, a computer program according to the present invention is configured to cause a computer to function as each of the means of the game system described above.
[0009] In addition, the control method of the present invention causes a computer incorporated in a game system that provides a game in which a level value for defining parameters used for progression increases according to the amount of experience points gained that are granted based on the playing situation, and a level upper limit value is set as a limit for the increase in the level value, to execute an experience value increasing procedure for increasing the amount of experience points gained from an initial value after the level value reaches the level upper limit value based on the playing situation after the level value reaches the level upper limit value, a bonus granting procedure for granting a bonus when the amount of experience points gained increases from the initial value to a predetermined amount, and an experience value subtraction procedure for decreasing the amount of experience points gained by the predetermined amount as the bonus is granted, and the bonus granting procedure grants only the consumable bonus and the consumable bonus out of the non-consumable bonus as the bonus when a level increase bonus is granted in the game as the level value increases, the level increase bonus including a consumable bonus that is consumed in connection with the progress of the game and a non-consumable bonus that is not consumed in connection with the progress of the game. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game machine. [Diagram 3] FIG. 4 is a diagram illustrating an example of a home screen. [Figure 4] FIG. 13 is a diagram illustrating an example of a result screen. [Diagram 5] FIG. 13 is an explanatory diagram for explaining the relationship between the amount of experience points acquired before the rank value reaches the upper limit and rank up. [Figure 6] FIG. 13 is an explanatory diagram for explaining the relationship between the amount of experience points acquired after the rank value reaches an upper limit value and the rank-up reference amount. [Figure 7] FIG. 4 is a diagram showing an example of the configuration of play data. [Figure 8] 11 is a flowchart showing an example of a procedure for an experience point increase process. [Figure 9]11 is a flowchart showing an example of a procedure of a benefit providing process. [Figure 10] FIG. 13 is an explanatory diagram for explaining an example of the relationship between the amount of acquired experience points and the rank-up reference amount according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.
[0012] The network NT may be configured appropriately as long as it can connect each of the game machines 3 to the center server 2. As an example, the network NT may include the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the center server 2 and the game machines 3 to the Internet.
[0013] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machines 3. Each of the game machines 3 is an example of a game device that provides a game. The game machine 3A is installed in a facility such as an amusement store, and is configured as an arcade game machine that allows users to play a game within a range corresponding to a play fee in exchange for payment of a predetermined fee. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter, sometimes referred to as an arcade game machine 3A) is often installed in a predetermined facility such as a store with the main purpose of making many users repeatedly play games to generate profits. On the other hand, the game machines 3B and 3C are home-use stationary game machines or portable game machines provided for personal use by users. As such game machines 3B and 3C (hereinafter, sometimes referred to as stationary game machine 3B or portable game machine 3C, respectively, and when there is no distinction between them, sometimes referred to as user terminal device type game machine 3), a mobile phone such as a smartphone or a portable information terminal (including a tablet terminal and a personal computer) may function. In the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but the number of game machines 3 connected to the center server 2 may be one type.
[0014] The game machine 3 provides a character development game. A character development game is a type of game in which a character in the game is developed. Such characters may be people with various jobs (occupations) such as monsters, athletes, or warriors, as well as various objects such as cars and animals. The character to be developed may be one or more. The following describes, as an example, a case in which the game machine 3 provides a character development game in which a dance unit (a team of multiple characters) is developed.
[0015] In such a character development game, each character forming a dance unit is developed through various elements in the game. Such development elements include mini-games. That is, each character is developed through playing such mini-games. Such mini-games may include various games, and one example includes a music game. A music game is a type of timing game. A timing game is a type of game that evaluates the appropriate time to perform a play action. In the case of a music game, the execution time for performing the appropriate play action is provided together with a song. In addition, in a music game, a time that matches the rhythm of the song is used as the execution time. In other words, a music game is a type of game that guides a user to the time to perform an appropriate play action in accordance with the rhythm of the song, and evaluates the time when the play action is actually performed. In addition, for example, a plurality of songs are prepared for playing in the music game, and a song selected from them is used for the actual play. For example, such a music game is provided through a game screen displayed on a display device. Specifically, such a game screen includes an indicator mark corresponding to each execution time and a reference mark that functions as a reference for the current time, and uses these indicator marks and reference marks to guide each execution time by causing a relative displacement between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark coincide at each execution time.
[0016] A user terminal device 4 may be connected to the game system 1 via a network NT. The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use by a user. For example, a stationary or notebook personal computer 4A or a mobile terminal device 4B such as a mobile phone (including a smartphone) may be used as the user terminal device 4. In addition, various types of computer devices that can be connected to a network and are provided for personal use by a user, such as a stationary home game machine, a portable game machine, or a portable tablet terminal device, may be used as the user terminal device 4. The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various types of computer software. Such a user terminal device 4 may function as a game machine 3 through computer software.
[0017] The center server 2 provides various services for game machines to the game machines 3 or their users. The services for game machines include a distribution service that distributes and updates programs or data for the game machines 3 via the network NT. The center server 2 appropriately distributes various programs or data required for providing a character development game to each game machine 3 through such distribution services. The services for game machines also include a matching service that matches multiple users together when they play a common game via the network NT. Through such matching services, the game system 1 may provide a character development game (including a part of a character development game such as a music game) as a multi-play type game in which multiple users share the same progress.
[0018] The game machine service may also include a service of receiving user identification information from the game machine 3 and authenticating the user. The game machine service may also include a service of receiving play data of an authenticated user from the game machine 3 and storing the data, or providing the stored play data to the game machine 3. The game machine service may also include a billing service for collecting fees from users. Similarly, the center server 2 may provide various Web services to users of the user terminal devices 4 via the network NT. The Web services may include a game information service for providing various information about games provided by the game machine 3, a distribution service for distributing various data or software (including updates of data, etc.) to each user terminal device 4, a community service for providing a place for users to communicate, such as to transmit, exchange, and share information, and a service for assigning a user ID for identifying each user.
[0019] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.
[0020] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in multiple storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for a character development game, and in the example of FIG. 2, play data PD is shown as one type of such various data. The play data PD is data in which information regarding the past play results of each user is described. The play data PD is used, for example, to carry over play results up to the previous time (past results) to the next time or later, or to carry over settings unique to each user. Details of the play data PD will be described later.
[0021] The server data may include various data for implementing various other services. For example, such data may include music data, sequence data, video data, or ID management data. The music data is data for playing music used in a music game. The sequence data is data describing each execution time when a play action should be performed by a user in a music game. The sequence data is used to guide each execution time and evaluate it. For this reason, the sequence data describes each execution time and information on appropriate play actions to be performed at that execution time so that they are associated with each other. The video data is data for displaying videos during a music game. Such videos include dance videos (including dance animations by each character). The dance (movement) of a character in such a dance video may be realized at any time by the program PG1 based on the video data, or may be realized by recording the trajectory of a person wearing a motion sensor and based on the detection result. In addition, each video may be configured as a result of shooting a virtual three-dimensional space with a virtual camera. The ID management data is data for managing various IDs such as a user ID. However, illustration of them is omitted.
[0022] The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and the program PG1 as a software resource. The game machine service management unit 24 executes various processes for implementing the above-mentioned game machine services for the game machine 3. In addition, the control unit 21 may be provided with various other logical devices. For example, such logical devices include a Web service management unit that executes various processes for implementing the above-mentioned Web services in the user terminal device 4 when the user terminal device 4 is connected. Similarly, the control unit 21 may be connected to an input device such as a keyboard, an output device such as a monitor, and the like as necessary. However, illustration of these devices is omitted.
[0023] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.
[0024] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 records a program PG2 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 32 also records game data necessary for providing a character development game. Such game data includes various data including data for a music game, and in the example of FIG. 2, play data PD is shown as one type of data. The play data PD is provided from the center server 2 through a distribution service. The game data may include music data, sequence data, video data, or ID management data provided through the distribution service like the play data PD. The game data may also include, for example, image data for displaying various images for the game, and BGM data for playing various BGMs. However, these are not shown in the figures.
[0025] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 and the program PG2 as a software resource. Various processes required for providing the character development game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices, and in the example of Fig. 2, a progress control unit 33 and a data management unit 34 are shown as logical devices related to the character development game.
[0026] The progress control unit 33 is a logical device that performs various processes for controlling the progress of the game. Such processes include a process for providing guidance on each execution time using instruction signs and reference signs, or a process for evaluating a play action based on each execution time. Alternatively, a process for displaying various videos such as dances by a dance unit is also included. In other words, various processes for realizing the play of a music game are included.
[0027] On the other hand, the data management unit 34 is a logical device that performs various processes related to the management of various data recorded in the memory unit 32. Such processes include a process of updating data that changes in relation to the progress of the game. Furthermore, such data includes play data PD. In other words, the processes executed by the data management unit 34 include a process of updating the play data PD in relation to the progress of the game. Specifically, the data management unit 34 executes, for example, an experience point increase process and a bonus granting process as processes for updating such play data PD. The procedures for the experience point increase process and the bonus granting process will be described later.
[0028] In addition, the game machine 3 may be provided with various output devices and input devices as appropriate depending on the type of the arcade game machine 3A or the user terminal type game machine 3, and in the example of FIG. 2, a monitor 37 and a speaker SP are shown as output devices provided in the game machine 3. The monitor 37 and the speaker SP are a well-known display device for displaying a game screen and the like, and a well-known audio playback device for playing audio, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play action is shown as an input device provided in the game machine 3. The input device 36 may be configured as appropriate depending on the type of the game machine 3. For example, in the case of the arcade game machine 3A, a stage with a push button that is pressed by stepping on it with a foot for a music game may be used as the input device 36. Then, the user may play the music game on this stage. Alternatively, a control panel provided with a plurality of push buttons may be provided. In such a case, the operation of pressing the push button with a foot or a hand is used as a play action. Also, a touch pad or a touch panel display may be used as the input device 36. In this case, the act of touching these with a hand, a foot, or a touch pen (a so-called stylus pen) is used as a play act.
[0029] On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including multiple push buttons or a dedicated controller (including a mat controller that is laid on the floor or the like to be operated mainly with the feet) may be used as the input device 36. In this case, the operation of pressing the push buttons is used as the play action. Similarly, for example, in the case of the portable game machine 3C, a touch panel that outputs a signal corresponding to the user's touch operation (operation of touching with a finger) may be used as the input device 36. In this case, the touch operation and its position are used as the play action. Also, a dedicated controller (including the above-mentioned mat controller) may be connected to the portable game machine 3C by wire or wirelessly and used.
[0030] In addition, for example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Such a device may collect various values such as electronic currency via a card that records the remaining amount of electronic currency. In addition, for example, in the case of a user terminal type game machine 3, the user terminal type game machine 3 may provide a game for a fee (including a case where a part of the game is paid for for additional play, etc.) or free of charge (including a case where the software is purchased in advance). When a game is provided for a fee, the fee may be collected in the user terminal type game machine 3 through various well-known settlement processes.
[0031] Next, the progress of the character development game will be described. In the following, the progress of the character development game will be described with reference to an example of a game screen displayed on the monitor 37 of the portable game machine 3C using a touch panel as the input device 36 as an example. FIG. 3 is a diagram showing an example of a home screen. The home screen 40 is a game screen that mainly functions as a starting point to other game screens among various game screens displayed on the monitor 37 for the character development game. For this reason, the home screen 40 displays icons (hereinafter, may be called transition icons) that function as touch positions (positions where a touch operation should be performed) for transitioning to each screen. In addition, the home screen 40 may be provided with other management functions and information. Specifically, as shown in FIG. 3, the home screen 40 includes a “STORY” icon 41, a “DANCER” icon 42, a “TEAM” icon 43, a “lottery” icon 44, an “errand” icon 45, a “DANCE BATTLE” icon 46, a “MISSION” icon 47, an information area 48, and a character image CA.
[0032] The "STORY" icon 41 is a transition icon for transitioning to a story screen (not shown). The story screen is a game screen for selecting and viewing story animations (videos) set for each character, such as the individual history of each character in the game, or conversation scenes between multiple characters. Such stories may include stories that are newly unlocked (become viewable) depending on the play situation, such as rewards acquired in the game or the level of each character.
[0033] The "DANCER" icon 42 is a transition icon for transitioning to a character screen (not shown). The character screen is a game screen for presenting details of each character. Many characters are prepared for the character development game, and the details of each character are displayed on the character screen. For example, on the character screen, parameter information of each character is displayed as details of each character.
[0034] The "TEAM" icon 43 is a transition icon for transitioning to a team (unit) organization screen (not shown). The team organization screen is a game screen for selecting each character that will form a dance unit. One dance unit may be formed by any number of characters, but the following describes a case where one dance unit is formed by three characters.
[0035] The "lottery" icon 44 is a transition icon for transitioning to a lottery result screen (not shown). The lottery result screen is a game screen for providing a lottery game for awarding various elements related to the character development game by lottery. For example, in such a lottery game, cards corresponding to each character are awarded by lottery as elements related to the character development game. The cards awarded in the lottery game may be used to progress in the character development game, or may simply function as collection or decorative cards.
[0036] The "Errand" icon 45 is a transition icon for transitioning to an errand screen (not shown). The errand screen is a game screen for providing errand events. Errand events are events for acquiring various items. Errand events are provided in association with the consumption of a predetermined value set in the game.
[0037] The "DANCE BATTLE" icon 46 is a transition icon for transitioning to a music game screen (not shown). The music game screen is a game screen for allowing the user to actually play the music game by displaying the above-mentioned instruction signs and the like. In addition, such a music game screen also displays a dance video by a dance unit.
[0038] The "MISSION" icon 47 is a transition icon for transitioning to a mission screen (not shown). The mission screen is a game screen for providing information related to missions, such as a list of missions prepared in the game, conditions for achievement, rewards for achievement, or achievement history. A mission is a type of event for giving a predetermined reward to a user by satisfying (achieving) the conditions for achievement. Such missions prepared in the game may range from those for which it is possible to determine whether or not they can be achieved for each play, to those that are intended for relatively long-term play and cannot be achieved in just the current (single) play.
[0039] The information area 48 is an area for presenting various information related to the game. The information area 48 includes, for example, a name area 48A, a rank area 48B, a stamina value area 48C, and a currency area 48D. The name area 48A is an area for displaying the user's name in the game ("Gogo") and a title ("Benitsuru Gakuen Gold Student") given to the user during play among various titles for users prepared in the game (given in response to the conditions met when the playing situation meets various conditions, often set to correspond to some of the ranks described below, and often functioning as a kind of information indicating the user's rank, but may be given independently of the rank).
[0040] The rank area 48B is an area for displaying a rank value indicating the rank of the user. The rank is a concept indicating a degree such as a rank or stage, and has a meaning equivalent to a so-called level. For this reason, the rank value functions as a level value indicating the degree of growth of the user in the game, and in many cases, the larger this value is, the more the game has been played. As the rank value, appropriate elements such as numbers, letters such as alphabets, or symbols (which are distinguishable from one another and can specify a degree) may be used, but in the example of FIG. 3, a number ("75") is used. The rank value is also a value for defining various parameters. That is, various parameters such as a stamina value described later are defined according to the rank value. The rank value increases according to the experience value granted based on the play situation of the character training game (for example, the play result such as the score acquired in the training music game). For this reason, the rank area 48B also displays information on the amount of acquired experience value. Specifically, the rank area 48B includes an experience value gauge EG. The experience value gauge EG is an image that functions as a gauge indicating the amount of acquired experience value on the home screen 40. The experience value gauge EG displays the amount of experience value acquired to date (right diagonal line) and the amount remaining until the next rank increase (white). The relationship between the amount of experience value acquired and the increase in rank value will be described further below.
[0041] The currency area 48D is an area that displays information about a currency value (hereinafter, may be referred to as in-game currency) that functions as a currency in the game. The in-game currency is a value consumed to use a predetermined function such as purchasing an item or granting various lottery opportunities (playing the lottery game described above). The in-game currency is purchased, for example, by consuming real currency (which may be collected in the same way as the price for playing). The currency area 48D is provided with, for example, a currency balance area 48D1 and a currency purchase icon 48D2. The currency balance area 48D1 is an area for presenting the balance ("0") of the in-game currency currently owned by the user. The currency purchase icon 48D2 is an icon that functions as a touch position for purchasing (increasing the balance) in-game currency. Specifically, the currency purchase icon 48D2 functions as a position to be touched to request the purchase of in-game currency. In response to a touch operation on the currency purchase icon 48D2, for example, an additional area (so-called pop-up) for selecting the purchase amount or for confirming whether or not to execute the purchase may be further presented.
[0042] The vitality value area 48C is an area that displays information related to the vitality value. The vitality value is a value consumed to provide various progress, such as using an event, to the character development game. The vitality value is set for each user as the user's vitality value. Such a vitality value may be used to provide various progress, but is consumed, for example, to provide (use) the above-mentioned errand event or to play the music game. The vitality value gradually recovers to a maximum value (which may change depending on the level, etc.) over time. In addition, items for recovering a predetermined amount of vitality value (hereinafter, may be referred to as recovery items) are also prepared in the character development game. A limit (for example, a period, a number of times, or an amount up to a maximum value, etc.) may be set for the recovery of vitality value by such a recovery item, or unlimited use may be allowed.
[0043] The stamina value area 48C includes, for example, a stamina value display area 48C1 and a recovery icon 48C2. The stamina value display area 48C1 is an area for displaying the current value (remaining amount) and maximum value of the stamina value of each user. In the example of FIG. 3, the current stamina value (numerator of “30 / 30”) and maximum value (denominator of “30 / 30”) of this user are both displayed as “30”. Note that the recovery of the stamina value may be limited to the maximum value, but may not be limited. Therefore, for example, when the recovery of the stamina value is not limited to the maximum value, the current value (remaining amount) of the stamina value may exceed the maximum value (denominator) of the stamina value. The recovery icon 48C2 is an icon that functions as a touch position for recovering the stamina value. More specifically, the recovery icon 48C2 functions as a position to be touched to request the recovery of the stamina value. By touching the recovery icon 48C2, for example, an additional area (so-called pop-up) may be presented for selecting a recovery item for recovering the vitality value, or for confirming whether or not such a recovery item can be used. When the recovery item is actually used (consumed) by such a touch operation, the vitality value is recovered by a predetermined amount.
[0044] The character images CA are images corresponding to each character. The character images CA corresponding to each character that composes the dance unit to be trained are appropriately displayed on the home screen 40. In the example of FIG. 3, the home screen 40 displays three character images CA corresponding to the three (all) characters that compose the dance unit.
[0045] In addition, the stamina value display area 48C1 is not limited to such a user's stamina value, and may display information on stamina values related to characters that meet appropriate conditions, such as characters designated by a predetermined designation means such as a cursor. Alternatively, the stamina values of all characters may be displayed in the stamina value display area 48C1. Similarly, the arrangement of each character image CA on the home screen 40 may be appropriate. For example, a character (a so-called favorite member) that the user most recommends may be determined according to a condition such as a prior designation or a play situation, and the character image CA of such a character may be arranged at the forefront on the home screen 40. Alternatively, the arrangement of each character image CA may be determined based on a user's designation. Furthermore, a level value (rank value) may be set appropriately for each character or for each team (unit). Then, the upper limit value of various parameters that define each character or team may be appropriately specified according to such a level value. Alternatively, either the rank value of the user or the rank value of each character (or team) may be omitted. Similarly, the amount of experience points gained is not limited to the experience point gauge EG in the rank area 48B, and may be presented in any suitable location and by any suitable method.
[0046] The experience value gauge EG will be further described with reference to FIG. 4. In a character development game, a result screen may be displayed after a mini-game such as a music game. The result screen is a game screen for presenting the play results of the mini-game. An experience value gauge EG may be presented on such a result screen. FIG. 4 is a diagram showing an example of such a result screen. The example of FIG. 4 shows an example of a result screen displayed after a music game when the music game is provided as a battle-type game. In this case, as shown in FIG. 4, the result screen 50F includes a battle result display area 50F1, a music information area 50F2, and an acquisition information area 50F3.
[0047] The battle result display area 50F1 is an area for presenting the battle result in the music game (for example, "WIN" meaning victory). The music information area 50F2 is an area for presenting information on the music used in the music game. In the music information area 50F2, for example, the name ("Music A") and its difficulty level ("NORMAL") are displayed as information on the music. The acquired information area 50F3 is an area for presenting information on various values given according to the results of playing the music game. As such various values, appropriate values may be adopted, but in the example of FIG. 4, experience points and items are given as one type of such value. For this reason, the acquired information area 50F3 includes information on the amount of acquired experience points ("+957") and items ("Item A") as such value information. In addition, information on the rank value and the accumulated amount of experience points is also displayed as factors (values) influenced by the amount of acquired experience points.
[0048] Specifically, the acquired information area 50F3 includes an acquired experience value section F31, a rank information section F32, an accumulated experience value section F33, and a reward information section F34. The acquired experience value section F31 is a section for displaying information on the amount of experience value acquired through playing the current music game. Furthermore, the reward information section F34 is a section for displaying information on an item granted as a reward through playing the current music game. For this reason, the acquired experience value section F31 displays information on "+957" as the amount of experience value acquired this time, and the reward information section F34 displays information on "item A" as the item granted this time.
[0049] On the other hand, the rank information section F32 is a section for displaying the user's rank value after reflecting the amount of experience points acquired this time. In the example of Fig. 4, the information "1UP" and "76" is displayed in the rank information section F32. "1UP" indicates that the user's rank value has increased by one due to the amount of experience points acquired this time, and "76" indicates the user's rank value after such an increase. In other words, in addition to information on the user's rank value after reflecting the amount of experience points acquired this time, if the rank value has increased due to the amount of experience points acquired, the rank information section F32 also displays information on the number of rank values increased.
[0050] The accumulated experience value section F33 is a section for displaying the accumulated amount of experience value acquired after reflecting the amount of experience value acquired this time. The accumulated experience value section F33 displays an experience value gauge EG to indicate such an accumulated amount of experience value acquired. The experience value gauge EG displays the accumulated amount of experience value acquired EV (right diagonal line) after reflecting the amount of experience value acquired this time. The experience value gauge EG is formed in a strip extending in the left-right direction, and the experience value acquisition amount EV (right diagonal line) changes so that the left end functions as zero (initial value) and the right end functions as the accumulated amount of experience value required to reach the next rank value increase (rank up) (hereinafter, sometimes referred to as rank up reference amount). Therefore, the unacquired part (white part) of the experience value gauge EG functions as the remaining amount required for the next rank up. Then, the numerical values corresponding to the accumulated amount of experience value acquired EV (part corresponding to the right diagonal line of the experience value gauge EG) and the next rank up reference amount are displayed above the experience value gauge EG. Specifically, in the example of Figure 4, "597" is displayed as the value corresponding to the cumulative experience value acquired EV, and "785" is displayed as the value corresponding to the next rank-up standard amount. These are also displayed in fractional form ("597 / 785") with the former as the numerator and the latter as the denominator.
[0051] Next, the relationship between the amount of experience points acquired and the increase in rank value (rank up) will be further explained with reference to FIG. 5 and FIG. 6. An upper limit is set for the rank value as a limit of increase. This is because unlimited increase in rank value is not desirable due to problems such as resources. In addition, if the rank value increases unlimitedly, the difference in progress in the game or the difference in superiority and inferiority in the game may become too large between users. As a result, the probability that other users can catch up with a higher ranking user (or the probability of winning) may decrease, and other users may lose their motivation to continue playing the game. For this reason, an upper limit is set for the rank value. In similar games, the amount of experience points acquired is often not accumulated after the rank value (level value) reaches the upper limit (level upper limit), but the amount of experience points acquired is reflected in the experience value gauge EG even after such an upper limit is reached. However, since the rank value has already reached the upper limit, the amount of experience points acquired cannot contribute to the increase in the rank value. For this reason, the relationship between the amount of experience points acquired and rank up (reaching the standard amount for rank up) changes before and after such an upper limit is reached.
[0052] Fig. 5 is an explanatory diagram for explaining the relationship between the amount of experience points acquired before the rank value reaches the upper limit and rank-up. The example in Fig. 5 shows an experience point gauge EG corresponding to three states: (a) before rank-up, (b) at the time of rank-up, and (c) immediately after rank-up. As shown in Fig. 5, the amount of experience points acquired EV of the experience point gauge EG gradually increases based on the play situation, and when it reaches the rank-up reference amount, it is reset to zero (initial value) along with the granting of a rank-up privilege.
[0053] Specifically, as shown in the experience value gauge EG in (a), the experience value acquisition amount EV gradually increases with the acquisition of experience values based on the play situation before the rank-up. Such an increase is expressed in the experience value gauge EG, for example, so that the experience value acquisition amount EV fills the white part of the experience value gauge EG. In other words, the experience value acquisition amount EV continues to expand into the range of the white part so as to gradually approach the rank-up reference amount. The rank-up reference amount is a value (acquisition amount) that functions as a standard for rank-up. Such a rank-up reference amount may be set appropriately. For example, the rank-up reference amount may be set for each rank value (or for each predetermined interval) so that the experience value acquisition amount EV required for rank-up gradually increases with the increase in rank value. In other words, the rank-up reference amount may change according to the rank value given by the reference amount. Alternatively, the rank-up reference amount may be the same acquisition amount regardless of the rank value.
[0054] Next, as shown by the experience value gauge EG in (b), when the amount of experience value acquired EV reaches the rank-up reference amount (the amount of experience value acquired EV matches the rank-up reference amount), the rank value increases by one. In addition, such a rank-up (increase in rank value) is accompanied by a rank-up benefit (effect). That is, when a rank-up is achieved, a rank-up benefit is granted. The rank-up benefit may be configured as appropriate, and includes, for example, a consumable benefit (effect) and a non-consumable benefit. A consumable benefit is a type of benefit that is consumed in relation to the progress of the game (including the passage of time). Such a consumable benefit includes items (e.g., recovery items, etc.) that are consumed (disappeared) with use, or the recovery of parameter values that decrease (are consumed) with progress, and in the example of FIG. 5, the recovery of stamina value is adopted as the recovery of such parameter values. The recovery of stamina value is a benefit that recovers a predetermined amount of stamina value. That is, as a rank-up benefit, a predetermined amount of stamina value is recovered with the rank-up. Such a predetermined amount may be set as appropriate. For example, the predetermined amount may be an amount equivalent to the maximum value of the vitality value (in this case, recovery beyond the maximum value, i.e., the upper limit value of the parameter, may be permitted), or an amount recovered up to the maximum value (an amount that changes depending on the remaining amount) may be used. Furthermore, such a predetermined amount may be related to the amount of recovery by a recovery item, such as being equal to the amount of recovery, or may be unrelated.
[0055] On the other hand, a non-consumable benefit is a type of benefit that is not consumed even if the game progresses (the effect is maintained or fixed for a predetermined period of time). A non-consumable benefit includes, for example, an effect of increasing the upper limit value of various parameters (denominator in the case of a consumable parameter, value in the case of a non-consumable parameter, etc.). Such an increase in the upper limit value (maximum value) of a parameter is the intended effect of increasing the rank value. Various parameters may be used as such a parameter, but in the example of FIG. 5, a vitality value is adopted. That is, with rank up, the maximum value of the vitality value increases as a rank up benefit. Similarly, as such a non-consumable benefit, various benefits such as an item that does not disappear even if used (for example, a costume for a character, etc.) or the granting of a special event (progress) may be used, but in the example of FIG. 5, a story release is adopted. A story release is a benefit that newly releases a story that can be viewed on the story screen. That is, with rank up, a new story is released on the story screen as a rank up benefit.
[0056] Furthermore, with the grant of such a rank-up privilege (or rank-up), the experience value acquisition amount EV of the experience value gauge EG is reset to zero (initial value), as shown by the experience value gauge EG in (c). Specifically, the entire experience value gauge EG returns to a white display. In other words, the experience value acquired up to this rank-up is cleared, and the accumulation of the experience value acquisition amount EV starts from zero again. In this way, until the level upper limit is reached, the increase in the experience value acquisition amount EV based on the play situation, the rank-up (granting of the rank-up privilege) accompanying the reaching of the rank-up reference amount, and the clearing (resetting) of the experience value acquisition amount EV are repeated. In addition, in this example, the rank-up privilege functions as a privilege for increasing the level of the present invention. Note that the rank-up privilege may be any appropriate one as described above, and may be only an original privilege such as an increase in the upper limit of a parameter (for example, an increase in the maximum value of stamina). In other words, it may not include other incidental privileges such as a consumption type privilege or other non-consumption type privileges such as story release.
[0057] On the other hand, FIG. 6 is an explanatory diagram for explaining the relationship between the amount of experience points acquired after the rank value reaches the upper limit value and the rank-up reference amount. The example of FIG. 6, like the example of FIG. 5, shows the experience value gauge EG corresponding to three states: (a) before the rank-up reference amount is reached, (b) when the rank-up reference amount is reached, and (c) after the rank-up reference amount is reached. As shown in FIG. 6, the amount of experience points acquired EV of the experience value gauge EG gradually increases based on the play situation, like the example of FIG. 5, and is reset to zero (initial value) when it reaches the rank-up reference amount. On the other hand, the privilege when the rank-up reference amount is reached is different from that before the rank value reaches the upper limit value (example of FIG. 5).
[0058] Specifically, when the EV of the experience value of the experience value gauge EG reaches the rank-up reference amount (e.g., the next time after the upper limit value is reached) after the rank value reaches the upper limit value (increases from the initial value to the rank-up reference amount), a standard achievement benefit (effect) is given instead of the rank-up benefit. Any suitable benefit may be used as such a standard achievement benefit, and for example, a part of the rank-up benefit is used. Specifically, only the consumption type benefit among the rank-up benefits is used as the standard achievement benefit. In other words, in order to clarify the difference with the rank-up (or to avoid the occurrence of an effect substantially similar to the rank-up), the granting of the non-consumption type benefit, such as the original benefit associated with the rank-up, among the rank-up benefits is omitted. For this reason, in the example of FIG. 6, the recovery of the stamina value (recovery effect) is given as the standard achievement benefit, and the EV of the experience value of the experience value gauge EG is reset (cleared) to the initial value. In this case, as the rank-up reference amount is reached, the accumulation of the EV of the experience value acquisition is started again from the initial value after the stamina value is recovered. Such a difference occurs in the relationship between the amount of experience points gained and rank-up (or reaching the rank-up reference amount) before and after reaching the upper limit. In this example, the rank-up reference amount (the amount of experience points gained corresponding to it) functions as the predetermined amount of the present invention. Also, the recovery of stamina points (a consumable benefit) functions as part of the level-up benefit of the present invention. Similarly, stamina points function as a value for progression of the present invention.
[0059] In addition, as the rank-up reference amount after the rank value reaches the upper limit, the same reference amount as that before the rank value reaches the upper limit may be adopted, or a different unique reference amount (specific to after the upper limit is reached) may be appropriately adopted. For example, a smaller reference amount than that before the rank value reaches the upper limit may be adopted as the rank-up reference amount so that a user whose rank value has reached the upper limit can easily achieve the rank-up reference amount (i.e., can easily be granted the standard achievement benefit). Furthermore, the standard achievement benefit is not limited to a part of the rank-up benefit. A unique benefit completely different from the rank-up benefit may be appropriately adopted as the standard achievement benefit. Furthermore, a non-consumable benefit may be allowed as the standard achievement benefit as long as it is substantially different from the rank-up benefit.
[0060] Next, the play data PD will be described in detail. Fig. 7 is a diagram showing an example of the configuration of the play data PD. As described above, the play data PD is data for managing each user's play record for the game. Such play record includes information such as the rank value, stamina value, or experience value. For this reason, as shown in Fig. 7, the play data PD includes a play record PDR that manages these rank values and the like for each user. The play record PDR includes information such as "user ID", "rank", "stamina value (maximum)", "stamina value (remaining)", "experience value", "story", and "item".
[0061] The "user ID" is information indicating a unique user ID for each user (as long as each user's account can be identified, one user may use multiple user IDs, and they do not necessarily correspond one-to-one to the user) to identify each user. The "rank" is information indicating the rank value of each user. The "stamina value (maximum)" and the "stamina value (remaining)" are both information indicating the stamina value. Specifically, the "stamina value (maximum)" is information indicating the maximum value of the stamina value. On the other hand, the "stamina value (remaining)" is information indicating the remaining amount (usable amount) of the stamina value. For example, the current value (remaining amount) of the stamina value display area 48C1 displays the remaining amount of the stamina value indicated by the "stamina value (remaining)" (the numerator in the example of FIG. 3), and the maximum value displays the maximum value of the stamina value indicated by the "stamina value (maximum)" (the denominator in the example of FIG. 3). The "experience value" is information indicating the amount of experience value acquired. For example, the experience value gauge EG displays the amount of experience value acquired indicated by "experience value" (for example, the right diagonal line EV in the example of FIG. 5 or FIG. 6). "Story" is information indicating a story that can be viewed on the story screen. When there are multiple stories, information on a story ID for identifying each story is described in "Story". Also, for example, when there is a story that has been released by story release, information on a story ID corresponding to such a story is described in "Story". "Item" is information indicating an item owned by each user. For example, in "Item", information on a unique item ID is described for each item (which may be in units of type. In that case, "Item" may further include information on the number) in order to identify each of multiple items. And, like the story, information on the item ID corresponding to an item given to the user as a reward or the like is described in "Item". In the play record PDR, these pieces of information are recorded so as to be mutually associated with each other.
[0062] The play data PD is not limited to these pieces of information, and may include information on various play results to be managed. Alternatively, some of these pieces of information may be omitted as appropriate, such as information on "stamina value (maximum)" when the maximum value of the stamina value is set fixedly (uniquely acquired) according to the rank value. Furthermore, for example, some of these pieces of information may be managed as separate data as appropriate.
[0063] Next, the experience value increase process and the bonus grant process will be described with reference to Fig. 8 and Fig. 9. The experience value increase process is a process for increasing the amount of experience value acquired based on the play situation. The data management unit 34 starts the experience value increase process of Fig. 8 every time play of a training mini-game (a game to which experience value is granted) such as a music game ends, and first acquires the play situation of the training mini-game (e.g., a music game) (step S101). For example, if the training game is a music game, the data management unit 34 acquires the points acquired by playing the music game (play result) as such a play situation.
[0064] Next, the data management unit 34 calculates the amount of experience points to be awarded (to be acquired by the user) this time based on the play situation acquired in step S101 (step S102). Such calculation may be realized, for example, through appropriate conversion data (not shown) that associates (maps) the acquired points with the amount of experience points. Note that such calculation may be executed as part of the progress of the game, after the game ends, for the purpose of presenting the play result through the progress control unit 33. In this case, the data management unit 34 may acquire the calculated amount of experience points as the play situation in step S101, and the process of step S102 may be omitted. Alternatively, conversely, the progress control unit 33 may use (acquire) the processing result of the experience point increase process for presenting the play result.
[0065] Next, the data management unit 34 grants the amount of experience points calculated in step S102 (or acquired in step S101) to the user (step S103). Specifically, the data management unit 34 realizes such granting by increasing the amount of acquisition managed by the "experience points" in the play data PD. That is, the data management unit 34 updates the play data PD so that the amount of acquisition managed by the "experience points" increases by the amount of experience points calculated in step S102. Then, the data management unit 34 ends the current experience point increase process after such granting. As a result, the amount of acquisition managed by the "experience points" in the play data PD increases according to the play situation of the music game or the like. In addition, such an increase in the amount of acquisition is performed regardless of whether the rank value has reached the upper limit value. Therefore, such an increase in the amount of acquisition is performed even after the rank value has reached the upper limit value. Then, the amount of acquisition of experience points is presented on the experience point gauge EG in the rank area 48B based on the amount of acquisition managed by the "experience points" in the play data PD. In other words, such an increase in the amount of experience points gained is reflected in the experience point gauge EG regardless of whether the rank value has reached the upper limit value or not.
[0066] On the other hand, the bonus granting process is a process for granting a rank-up bonus or a standard achievement bonus. The data management unit 34 starts the bonus granting process of FIG. 9, for example, every time the experience value increase process is completed, and first determines whether or not the rank-up condition is satisfied (step S201). The rank-up condition is a condition for determining whether or not it corresponds to a rank-up. As the rank-up condition, an appropriate condition such as the use of a special item may be used, but for example, the condition of whether or not the above-mentioned rank-up standard amount is reached is used. That is, the data management unit 34 determines whether or not the acquired amount of experience value (acquired amount of "experience value" of the play data PD) has reached the rank-up standard amount as the rank-up condition. More specifically, the data management unit 34 determines whether or not the rank-up condition is satisfied when the acquired amount of experience value has reached the rank-up standard amount, and whether or not the rank-up condition is not satisfied when the rank-up standard amount has not been reached. Then, when it is determined that the rank-up condition is not satisfied, that is, when the acquired amount of experience value has not reached the rank-up standard amount, the data management unit 34 skips the subsequent processes and ends the bonus granting process this time.
[0067] On the other hand, when it is determined that the rank-up condition is satisfied, that is, when the amount of acquired experience points reaches the rank-up reference amount, the data management unit 34 determines whether the rank value reaches the upper limit value (step S202). When the rank value does not reach the upper limit value, the data management unit 34 grants a rank-up benefit (step S203). When the recovery of vitality value, the increase of the upper limit value of vitality value, and the release of a story are used as the rank-up benefit, for example, such a grant is realized by updating the information of "vitality value (remaining amount)", "vitality value (maximum)", and "story" of the play data PD. That is, the data management unit 34 updates, for example, "vitality value (maximum)" so that the maximum value of vitality value increases, and updates "vitality value (remaining amount)" so that "vitality value (remaining amount)" recovers by a predetermined amount. Similarly, the data management unit 34 updates the information of "story" of the play data PD so that, for example, a story ID corresponding to the story released by the story release is added.
[0068] On the other hand, if the rank value has reached the upper limit, the data management unit 34 grants a standard achievement bonus (step S204). If the standard achievement bonus uses a recovery of vitality value similar to the rank-up bonus, such a bonus is realized by updating the "vitality value (remaining amount)" of the play data PD, similar to the rank-up bonus. After granting such a standard achievement bonus, or after granting the rank-up bonus in step S203, the data management unit 34 resets the amount of acquired experience value to an initial value (step S205). In other words, the data management unit 34 reduces the amount of acquired experience value by the increase from the previous bonus grant to the current bonus grant (the amount of acquired experience value equivalent to the rank-up reference amount). Specifically, the data management unit 34 realizes such a reset by updating the play data PD so that the amount of acquired experience value managed by the "experience value" becomes an initial value (for example, zero) (or is reduced by the amount of increase). Then, after such a reset, the data management unit 34 ends the current bonus granting process.
[0069] According to the procedure of FIG. 9, a privilege associated with rank up is granted. Specifically, a rank up privilege is granted as such a privilege until the rank value reaches the upper limit. For example, when the recovery of stamina value, the release of a story, and the increase in the maximum value of stamina value in the example of FIG. 5 are used as rank up privileges, the maximum value of stamina value increases, the stamina value is recovered by a predetermined amount, and a new story is released as a result of the fulfillment of the rank up condition (for example, rank up). On the other hand, after the rank value reaches the upper limit, a standard achievement privilege is granted as such a privilege. For example, when the recovery of stamina value in the example of FIG. 6 is used as the standard achievement privilege, the stamina value is recovered by a predetermined amount as a result of the fulfillment of the rank up condition (for example, the amount of experience points acquired reaches the rank up standard amount). In other words, after the rank value reaches the upper limit, only a part of the privilege at the time of rank up is granted, unlike before the upper limit is reached.
[0070] As described above, according to this embodiment, even after the rank value reaches the upper limit, the amount of experience points acquired increases based on the play status of the music game or the like. Therefore, even after the rank value reaches the upper limit (level upper limit), the play status can be reflected in the amount of experience points acquired. Furthermore, if the amount of experience points acquired increases (reaches) the rank-up reference amount after reaching such a level upper limit, a standard achievement benefit is granted instead of the rank-up benefit. Specifically, a consumption-type benefit (e.g., recovery of stamina value) that is a part of the rank-up benefit is granted as the standard achievement benefit. Therefore, the amount of experience points acquired after the level upper limit is reached can be utilized to grant such a benefit. This allows the amount of experience points acquired after the level upper limit is reached to be utilized more effectively than when it is not counted and is wasted. Furthermore, since the standard achievement benefit is a part of it but is the same as the rank-up benefit, it is possible to suppress the discomfort that may arise from the difference in value of experience points before and after the level upper limit.
[0071] Furthermore, with the granting of such a privilege, for example, the amount of experience points acquired EV of the experience point gauge EG (the increase after ranking up, i.e., the amount of increase after reaching the level upper limit) is reset to zero. In other words, the compensation for granting the privilege is reduced from the amount of experience points acquired. This makes it possible to prevent the experience points that contributed to the granting of the privilege from contributing again to another privilege (e.g., rank up), in the case where the amount of experience points acquired contributes to rank up again due to an increase (change) in the level upper limit, for example, and thus the experience points increased after rank up from being used for another privilege in a redundant manner. Alternatively, it is possible to reduce disadvantages such as an increase in processing load or resources that may occur when the amount of experience points acquired increases without limit. These can prevent a decrease in the user's enthusiasm (motivation) for the game and promote the use of the game.
[0072] On the other hand, when the amount of experience points acquired increases to the rank-up reference amount after the level value reaches the upper limit, the only benefit that is granted is a consumable benefit among the level-up benefits. More specifically, among the level-up benefits, only the stamina value recovery effect (benefit) is granted. Even if such stamina value is recovered once, it is consumed in relation to the progress of the game. Therefore, the difference that occurs between the user with the level upper limit and other users due to the granting of such benefits can be limited to a temporary period. Therefore, it is possible to suppress the difference in progress or the difference in superiority or inferiority that may occur between the user with the level upper limit and other users. As a result, it is possible to suppress the discomfort of the user while suppressing the decrease in the motivation to continue playing the game not only for the user whose level value has reached the upper limit, but also for other users.
[0073] In the above embodiment, the data management unit 34 of the game machine 3 functions as the experience value increasing means of the present invention by executing the process of step S103 in Fig. 8. Also, the data management unit 34 of the game machine 3 functions as the bonus granting means and the experience value subtracting means of the present invention by executing the procedure of Fig. 9. Specifically, the data management unit 34 functions as the bonus granting means by executing the process of step S204 in Fig. 9, and as the experience value subtracting means by executing the process of step S205 in Fig. 9.
[0074] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-mentioned embodiment, the amount of experience points acquired is uniformly reset to the initial value when the rank-up reference amount is reached, both when the rank-up is reached and after the level upper limit is reached. However, the present invention is not limited to such an embodiment. For example, the amount of experience points acquired may be counted cumulatively until the level upper limit is reached, and only the increase after the level upper limit is reached may be reset to the initial value (the cumulative value until the level upper limit is reached).
[0075] FIG. 10 is an explanatory diagram for explaining an example of the relationship between the amount of experience points acquired and the rank-up reference amount according to the modified example. The example of FIG. 10, like the example of FIG. 6, shows the experience point gauge EG corresponding to three states: (a) before the rank-up reference amount is reached, (b) when the rank-up reference amount is reached, and (c) after the rank-up reference amount is reached. In this example, as shown in FIG. 10, unlike the example of FIG. 6, the amount of experience points acquired EV is counted cumulatively until the level upper limit is reached. In other words, until the level upper limit is reached, the amount of experience points acquired EV remains without being reset even if the level is increased. Therefore, the increase exceeding the amount of experience points acquired EV at the time of reaching the upper limit is used to grant the standard achievement privilege and is reset.
[0076] Specifically, as shown in the experience value gauge EG in (a), for example, the EV of the experience value gained is counted cumulatively until the upper level limit is reached, so that after the upper level limit is reached, the EV of the experience value gained at the upper level limit remains, and from then on, the experience value increases beyond that EV. In other words, even if the upper level limit is reached, the EV of the experience value gained is still counted cumulatively until the rank-up standard amount is reached. Then, as shown in the experience value gauge EG in (b), when the EV of the experience value gained reaches the rank-up standard amount (corresponding to the next time after the upper level limit is reached), that is, when the increase exceeding the EV of the experience value gained at the upper level limit reaches a predetermined amount, a standard achievement bonus is granted as in the example of FIG. 6.
[0077] On the other hand, as shown by the experience value gauge EG in (c), such an increase is reset when the rank-up reference amount is reached (a reference achievement benefit is given). That is, the experience value acquisition amount EV that has increased beyond the experience value acquisition amount EV at the upper limit of the level is returned to the experience value acquisition amount EV at the upper limit of the level. After the upper limit of the level is reached, this flow is repeated. In this way, the reset destination after reaching the rank-up reference amount, that is, the initial value reset with the provision of the reference achievement benefit, may be appropriately set to zero or the experience value acquisition amount at the upper limit of the level, etc., depending on the way of counting (holding) the experience value acquisition amount EV. Similarly, the predetermined amount of experience value corresponding to the provision of the reference achievement benefit may be appropriately set to the rank-up reference amount (the corresponding experience value acquisition amount) when reset to zero as the initial value, or the increase amount when reset to the experience value acquisition amount at the upper limit of the level (the increase amount from the experience value acquisition amount at the upper limit of the level to the rank-up reference amount, that is, the amount obtained by subtracting the experience value acquisition amount at the upper limit of the level from the rank-up reference amount).
[0078] In the above embodiment, for example, when the experience value acquisition amount EV reaches the rank-up reference amount after reaching the level upper limit, the reference achievement privilege is automatically granted upon reaching the rank-up. However, the present invention is not limited to this embodiment. For example, the granting of such a reference achievement privilege may be executed at an appropriate time, such as a user's designation. In such a case, for example, the experience value acquisition amount EV may be accumulated beyond the rank-up reference amount depending on the time. In such a case, the experience value acquisition amount EV may be reset when the rank-up is reached, or may not be reset. If it is reset when the rank-up is reached, information indicating the right to grant the reference achievement privilege upon reaching the rank-up may be counted separately. In such a case, such a right (or information indicating it) may function as the privilege of the present invention. On the other hand, if it is not reset when the rank-up is reached, the experience value acquisition amount EV may be reset with the subsequent granting of the reference achievement privilege. Also, if the experience value acquisition amount EV is not reset when the rank-up is reached in this way, the experience value acquisition amount EV accumulates beyond the rank-up reference time. For this reason, the resetting of the experience value acquisition amount EV is not limited to resetting to the initial value. In this case, a predetermined amount of experience points for granting a standard achievement benefit (for example, the increase from zero to the standard time for rank-up in the example of Fig. 6, or the increase from the amount of experience points acquired at the upper level limit to the standard amount for rank-up in the example of Fig. 10) may be subtracted from the EV of acquired experience points so as to be reset. In other words, in this case, the EV of acquired experience points may be reduced by a predetermined amount rather than being uniformly reset to an initial value.
[0079] In the above embodiment, no particular mention is made as to whether the upper limit of the rank value is fixed or variable, but either of these may be acceptable. In other words, after the upper limit of the rank value is reached, the same state may be maintained thereafter, or the upper limit of the rank value may be appropriately changed according to a predetermined condition (e.g., the playing situation, or the administrator's designation, etc.). For this reason, for example, when the upper limit is changed, even after the upper limit of the rank value is reached, another opportunity to rank up may be provided with such a change in the upper limit. In other words, when the rank up standard amount is reached, the state in which the standard achievement bonus is granted may be restored to the state in which the rank up bonus is granted again.
[0080] In the above embodiment, the amount of experience points EV acquired after the upper limit of the rank value is reached is also uniformly managed by the play data PD as the same "experience point" information. However, the present invention is not limited to this embodiment. For example, the amount of experience points acquired after the upper limit of the rank value is reached may be managed as information separate from the amount of experience points acquired when the upper limit is reached. In this case, these amounts acquired (the amounts acquired before and after the upper limit is reached) may be managed by the same play data PD as separate information, or may be managed by separate data.
[0081] In the embodiment described above, the game machine 3 provides a character development game. However, the games provided by the game machine 3 are not limited to such games. The game machine 3 may provide any suitable game that includes experience points and ranks (levels) that utilize the experience points. The various experience points (or values equivalent thereto) included in such games may be configured as described above.
[0082] Furthermore, the center server 2 may execute all or part of the roles (various processes, etc.) of the game machines 3 in the above-described embodiment. In other words, the game system of the present invention may be configured so that the center server 2 and the game machines 3 appropriately cooperate to realize each function of the game machines 3 and the center server 2 of this embodiment. On the other hand, the center server 2 may be omitted. In this case, one game machine 3 may function as the game system of the present invention. Or, conversely, the center server 2 may function alone as the game system of the present invention.
[0083] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0084] The game system of the present invention is a game system (1) that provides a game in which a level value for defining parameters used in progression increases according to an amount of experience points (EV) gained that are granted based on a playing situation, and a level upper limit value is set as a limit to the increase in the level value, and the game system is equipped with an experience point increasing means (34) that increases the amount of experience points gained from an initial value after the level value reaches the level upper limit value based on the playing situation after the level value reaches the level upper limit value, a bonus granting means (34) that grants a bonus when the amount of experience points gained increases from the initial value to a predetermined amount, and an experience point subtraction means (34) that reduces the amount of experience points gained by the predetermined amount as the bonus is granted, and when a level increase bonus is granted in the game as the level value increases, the bonus granting means grants only the consumable bonus out of the consumable bonus and the non-consumable bonus.
[0085] According to the present invention, even after the level value reaches the upper limit, the amount of experience points acquired increases based on the play situation. Therefore, even after the level value reaches the upper limit, the play situation can be reflected in the amount of experience points acquired. In addition, if the amount of experience points acquired increases by a predetermined amount after the level value reaches the upper limit, a bonus is awarded. Therefore, the amount of experience points acquired after the upper limit can be utilized for the award of a bonus. This allows the amount of experience points acquired after the upper limit is reached to be utilized more effectively than when the amount of experience points acquired after the upper limit is reached is not counted and is wasted. Furthermore, with the award of such a bonus, the amount of experience points acquired is reduced by a predetermined amount. That is, the compensation for the award of the bonus is reduced from the amount of experience points acquired. This makes it possible to prevent the experience points that contributed to the award of a bonus from contributing to another bonus (for example, level-up) again, that is, the predetermined amount of experience points being used for another bonus in a redundant manner, for example, when the amount of experience points acquired increases again due to an increase (change) in the upper limit. Alternatively, it is possible to reduce disadvantages such as an increase in processing load or resources that may occur when the amount of experience points acquired increases without limit. These measures can prevent a decrease in motivation for playing the game among users who have reached the upper level limit, and can promote use of the game.
[0086] On the other hand, when the amount of experience points acquired increases from the initial value to a predetermined amount after the level value reaches the upper limit, the only benefit that is granted is the consumption type benefit among the level-up benefits. Even if such a consumption type benefit is granted once, it is consumed in relation to the progress of the game. Therefore, the difference between the user of the upper limit and other users due to the granting of such a benefit can be limited to a temporary period. Therefore, the difference in progress or the difference in superiority or inferiority that may occur between the user of the upper limit and other users can be suppressed. In addition, since the benefit after the level value reaches the upper limit is similar to the level-up benefit, although only a part of it, it is possible to suppress the discomfort that may occur due to the difference in the value of the experience points before and after the level value reaches the upper limit. As a result, it is possible to suppress the decrease in the motivation to continue playing the game not only of the user whose level value has reached the upper limit, but also of other users.
[0087] In addition, in one aspect of the game system of the present invention, when the game includes a progression value that is consumed to grant a specified progress and gradually recovers over time, and a recovery effect that recovers the progress value is used as the consumable benefit, the bonus granting means may grant the recovery effect as the bonus.
[0088] On the other hand, the computer program of the present invention is configured to cause the computer (31) to function as each of the means of the game system described above.
[0089] The control method of the present invention causes a computer (31) incorporated in a game system (1) that provides a game in which a level value for defining a parameter used for progression increases according to an amount of experience value (EV) acquired based on a play situation, and a level upper limit value is set as a limit for the increase in the level value, to execute an experience value increase procedure for increasing the amount of experience value acquired from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value, a bonus granting procedure for granting a bonus when the amount of experience value acquired increases from the initial value to a predetermined amount, and an experience value subtraction procedure for decreasing the amount of experience value acquired by the predetermined amount in association with the granting of the bonus, and the bonus granting procedure grants only the consumable bonus out of the consumable bonus and the non-consumable bonus as the bonus when a level increase bonus is granted in association with an increase in the level value in the game, the bonus including a consumable bonus consumed in association with the progress of the game and a non-consumable bonus not consumed in association with the progress of the game. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]
[0090] 1. Game System 3. Gaming consoles 31 Control unit (computer) 34 Data management unit (experience value increase means, bonus grant means, experience value subtraction means) EV Experience Points Earned PG2 Program (Computer Program)
Claims
1. A game system including a computer that provides a game in which a level value for defining parameters used in progression increases in accordance with an acquired amount as an accumulated amount of experience points granted based on a playing situation, and as the level value increases, a bonus for increasing the level is granted, including a non-consumable bonus that is not consumed in relation to the progression of the game, and a level upper limit is set as a limit for increasing the level value, The computer includes: an experience value management means for separately managing the amount of experience value acquired before the level value reaches the level upper limit value and the amount of experience value acquired after the level value reaches the level upper limit value; an experience value increasing means for increasing an amount of the experience value acquired after the level value reaches the upper level limit value based on the play situation; a bonus granting means for granting a bonus when the amount of experience points acquired has increased to a predetermined amount; Equipped with The bonus granting means grants only consumable bonuses that are consumed in relation to the progress of the game as the bonus.
2. A computer program configured to cause a computer to function as each of the means of the game system according to claim 1.
3. A computer of a game system that provides a game in which a level value for defining parameters used in progression increases according to an acquired amount as an accumulated amount of experience points granted based on a playing situation, and as the level value increases, a bonus for increasing the level is granted, including a non-consumable bonus that is not consumed in relation to the progression of the game, and a level upper limit is set as a limit for the increase in the level value, an experience value management procedure for separately managing the amount of experience value acquired before the level value reaches the level upper limit value and the amount of experience value acquired after the level value reaches the level upper limit value; an experience value increasing step of increasing an amount of the experience value acquired after the level value reaches the upper level limit value based on the play situation; a bonus granting step of granting a bonus when the amount of experience points acquired increases to a predetermined amount; Run the command, The control method, in which the bonus granting step grants only a consumable bonus that is consumed in relation to the progress of the game as the bonus.
Citation Information
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