Game System, Program, and Game Control Method
The game system addresses the lack of interestingness in conventional games by allowing players to clear game ranges with set minimum conditions and providing enhanced rewards for exceeding these conditions, thereby increasing game engagement and enjoyment.
Patent Information
- Application Number
- JP2021159108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-29
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2041-09-29
AI Technical Summary
Conventional games lack interestingness as they only allow players to skip game content without providing additional challenges or rewards.
A game system that sets minimum conditions for clearing a specified game range, allowing players to clear the range regardless of their play, and provides enhanced rewards for exceeding these conditions, including automatic play and special events.
Increases the interestingness of games by offering players the option to clear game ranges with varying levels of difficulty and rewards, enhancing engagement and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a program, and a game control method.
Background Art
[0002] Conventionally, there is known a game in which game content that has been cleared once can be cleared (the game content can be skipped or automatically played) regardless of the player's play.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In conventional games, only the skip right is exercised to skip the game content, lacking in interestingness.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system, a program, and a game control method capable of improving the interestingness of a game that can clear a given game range regardless of the player's play.
Means for Solving the Problems
[0006] (1) The present invention is a game system for a game that can clear a given game range regardless of the player's play, comprising: a condition setting unit that sets minimum conditions for regarding that the specified game range has been cleared when the game range is specified by the player; and a determination unit that determines whether or not the minimum conditions are satisfied based on the player's operation. The present invention relates to a game system including a game processing unit that, when the minimum condition is satisfied, considers the specified game range to have been cleared regardless of the player's play, and, when a condition exceeding the minimum condition is satisfied, considers the game range to have been cleared in a better situation than if only the minimum condition was satisfied. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores the above program.
[0007] The present invention also relates to a game control method for a game in which a given game range can be cleared without relying on a player's play, the game control method including a condition setting step for setting minimum conditions for deeming the specified game range to have been cleared when the game range is specified by a player, a determination step for determining whether or not the minimum conditions are satisfied based on the player's operation, and a game processing step for deeming the specified game range to have been cleared without relying on the player's play when the minimum conditions are satisfied, the game control method being characterized in that in the game processing step, when conditions exceeding the minimum conditions are satisfied, the game is deemed to have been cleared in a better situation than if only the minimum conditions were satisfied.
[0008] According to the present invention, a minimum condition is set for a game range designated by a player to be considered as having been cleared, and when a condition exceeding the minimum condition is satisfied, the game is considered to have been cleared in a better situation than if only the minimum condition was satisfied. This makes it possible to increase the interest of a game in which a given game range can be cleared without depending on the player's play. .
[0009] (2) In the game system, the program, the information storage medium, and the game control method according to the present invention, the minimum condition may be consuming a given number of points.
[0010] (3) Also, in the game system, program, information storage medium, and game control method according to the present invention, the points may be game points or items set within the game.
[0011] (4) Also, in the game system, program, information storage medium, and game control method according to the present invention, the points may be points based on the number of quests cleared by the player within the game.
[0012] (5) Also, in the game system, program, information storage medium, and game control method according to the present invention, the condition setting unit (in the condition setting step) may set the minimum condition based on at least one of the content and length of the designated game range.
[0013] (6) Also, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may determine the degree of the excellent situation according to the degree exceeding the minimum condition when a condition exceeding the minimum condition is satisfied.
[0014] (7) Also, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may change the benefits when regarded as cleared when a condition exceeding the minimum condition is satisfied.
[0015] (8) Also, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may execute an automatic play independent of the player's play for the designated game range when the minimum condition is satisfied.
[0016] (9) Also, in the game system, program, information storage medium, and game control method according to the present invention, when a condition exceeding the minimum condition is satisfied, the game processing unit (in the game processing step) may change the difficulty level of the game range during automatic play.
[0017] (10) Also, in the game system, program, information storage medium, and game control method according to the present invention, when a condition exceeding the minimum condition is satisfied, the game processing unit (in the game processing step) may cause a special event to occur during automatic play.
[0018] (11) Also, in the game system, program, information storage medium, and game control method according to the present invention, the condition setting unit may set the minimum condition based on player information or the player's past play information.
[0019] (12) Further, the present invention is a game system for a game that can clear a given game range regardless of the player's play. When the game range is designated by the player, a condition setting unit that sets a minimum condition for considering that the designated game range has been cleared, a determination unit that determines whether the minimum condition can be satisfied based on the player's operation, and when it is determined that the minimum condition can be satisfied, it determines whether a condition exceeding the minimum condition can be satisfied. When a condition exceeding the minimum condition can be satisfied, a notification unit that notifies the player that it is considered that the game has been cleared in a situation superior to the case of satisfying only the minimum condition. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to an information storage medium readable by a computer, which stores the above program. The present invention also relates to an information storage medium readable by a computer, which stores the above program.
[0020] The present invention also relates to a game control method for a game that can be cleared regardless of a player's play within a given game range, including: a condition setting step of setting minimum conditions for deeming that the given game range has been cleared when the game range is designated by the player; a determination step of determining whether the minimum conditions can be satisfied based on the player's operation; and a notification step of, when it is determined that the minimum conditions can be satisfied, determining whether conditions exceeding the minimum conditions can be satisfied and notifying the player that, when the conditions exceeding the minimum conditions can be satisfied, it is deemed that the game has been cleared in a situation superior to that when only the minimum conditions are satisfied.
[0021] According to the present invention, by setting minimum conditions for deeming that a game range designated by a player has been cleared and notifying the player that, when conditions exceeding the minimum conditions can be satisfied, it is deemed that the game has been cleared in a situation superior to that when only the minimum conditions are satisfied, it is possible to improve the interestingness of a game that can be cleared regardless of a player's play within a given game range.
Brief Description of the Drawings
[0022]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Mode for Carrying Out the Invention
[0023] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are necessarily essential components of the present invention.
[0024] 1. Configuration FIG. 1 shows the game system according to this embodiment. In this embodiment, it is composed of a plurality of terminals 10 and a server 20 (server device). That is, as shown in FIG. 1, the game system according to this embodiment is configured such that a server 20 that provides a service and terminals 10 (10A, 10B, 10C ···) can be connected to a network.
[0025] The server 20 is an information processing device that provides an online game service in response to requests from the terminals 10. The server 20 can be composed of one or more servers (authentication server, matching server, game processing server, communication server, charging server, database server, etc.).
[0026] In this embodiment, a game is executed on the player's terminal 10, and on the server 20, processing such as controlling the progress of the game executed on the terminal 10 and granting benefits to the player according to the progress of the game is performed. Also, on the server 20, player account information, game results of the game executed on the terminal 10, game media (characters, items, etc.) available in the game, in-game currency available in the game, and other information are managed. information such as
[0027] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), or a game device, and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. Note that the communication line between the terminal 10 and the server 20 may be wired or wireless.
[0028] FIG. 2 shows an example of a functional block diagram of the server 20 of the present embodiment. Note that the server of the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0029] The storage unit 270 stores programs and various data for causing a computer to function as each part of the processing unit 200, and also functions as a work area for the processing unit 200, and its function can be realized by a hard disk, RAM, or the like. The storage unit 270 includes a storage unit 272 (for example, a database).
[0030] The storage unit 272 stores player information of each of a plurality of players who participate in an online game executed in the game system of the present embodiment. For example, the storage unit 272 stores, in association with player identification information (such as a player ID or a terminal ID used by the player) of each of the plurality of players, a player name (player account), a password, destination information (IP address, etc.) of the terminal 10, etc. as player information. In addition, the storage unit 272 stores, as player information, information for identifying another player who is in a friend relationship (an example of a predetermined relationship) with the player. Further, the storage unit 272 stores, in association with the player identification information, information regarding game media and in-game currency owned by the player as player information.
[0031] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its function can be realized by hardware such as various processors or communication ASICs, or a program.
[0032] The processing unit 200 (processor) performs various processes such as management of player information, processes related to login / logout, and communication control processing based on data, programs, etc. transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 uses the storage unit 270 as a work area to perform various processes. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or programs. The processing unit 200 includes a condition setting unit 210, a determination unit 212, a game processing unit 214, and a notification unit 216.
[0033] Based on the player's operation information from the terminal 10, when the game range (a stage (quest) cleared once, an event, etc.) is specified by the player, the condition setting unit 210 sets the minimum conditions for considering that the specified game range has been cleared. The condition setting unit 210 may set the minimum conditions based on at least one of the content and length of the specified game range. Note that the specification of the game range may be performed by an operation of specifying one or more stages or events, or may be performed by an operation in which the player specifies the start position (game start timing) and end position (game end timing) of the game range. Also, the condition setting unit 210 may set the minimum conditions based on the player's information or the player's past play information.
[0034] Based on the player's operation information from the terminal 10 (for example, information on an operation of consuming a given point in the game held by the player), the determination unit 212 determines whether the minimum conditions are satisfied. Here, the minimum conditions are a given It may also be to consume points. Also, the given points may be game points or items (for example, tickets required for automatic play or skipping) set within the game. Further, the game points may be points based on the number of quests cleared by the player within the game (points awarded when a quest is cleared), or may be action power (stamina) that decreases with gameplay and increases over time, or may be in-game currency, or may be points awarded by payment.
[0035] When it is determined by the determination unit 212 that the minimum conditions are satisfied, the game processing unit 214 performs a process of granting a privilege to the player by regarding that the game range designated by the player has been cleared regardless of the player's play. For example, the game processing unit 214 may regard that the designated game range has been skipped (without displaying the game image during game progress on the player's terminal 10) and cleared, or may regard that the game range has been cleared by executing automatic play independent of the player's play for the game range.
[0036] In addition, when the minimum conditions are satisfied, the game processing unit 214 determines whether conditions exceeding the minimum conditions are satisfied. If conditions exceeding the minimum conditions are satisfied, it may be regarded as having cleared in a situation better than when only the minimum conditions are satisfied. Here, "a situation better than when only the minimum conditions are satisfied" may mean changing the privilege given when regarded as having cleared (at the time of deemed clearance) to a privilege different from (more valuable than) that when only the minimum conditions are satisfied. Also, when regarded as having cleared by executing auto-play, "a situation better than when only the minimum conditions are satisfied" may mean changing the difficulty level of the game range during auto-play execution to a difficulty level different from (for example, higher than) that when only the minimum conditions are satisfied, or generating a special event that is not generated when only the minimum conditions are satisfied during auto-play execution. Further, when conditions exceeding the minimum conditions are satisfied, the game processing unit 214 may determine the degree of "a situation better than when only the minimum conditions are satisfied" according to the degree to which the minimum conditions are exceeded. For example, the higher the degree to which the minimum conditions are exceeded, the more valuable the privilege given at the time of deemed clearance may be changed, the difficulty level during auto-play execution may be changed to a higher difficulty level, or more special events (or rarer special events) may be generated during auto-play execution.
[0037] Before skipping the designated game range or executing auto-play, when it is determined based on the player's operation that the minimum conditions can be satisfied, the notification unit 216 determines whether conditions exceeding the minimum conditions can be satisfied. If conditions exceeding the minimum conditions can be satisfied, the notification unit 216 performs a process of notifying the player that it is regarded as having cleared in a situation better than when only the minimum conditions are satisfied (the privilege given at the time of deemed clearance is changed, the difficulty level of the game range during auto-play execution is changed, and a special event occurs during auto-play execution).
[0038] FIG. 3 shows an example of the functional blocks of the terminal 10 of the present embodiment. Note that the terminal of the present embodiment may have a configuration in which some of the components (each part) in FIG. 3 are omitted.
[0039] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the input information (operation information) of the player to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, direction keys, buttons, a keyboard, etc.
[0040] The storage unit 170 stores programs and various data for causing the computer to function as each part of the processing unit 100, and functions as a work area for the processing unit 100, and its functions can be realized by a hard disk, a RAM, etc.
[0041] The display unit 190 outputs the game image generated by the processing unit 100, and its functions can be realized by a display such as a touch panel that also functions as the input unit 150, an LCD, or an HMD (head-mounted display).
[0042] The sound output unit 192 outputs the sound generated by the processing unit 100, and its functions can be realized by a speaker or headphones, etc.
[0043] The communication unit 196 performs various controls for communicating with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0044] Note that programs and various data for causing the computer to function as each part of the processing unit 100 stored in the information storage medium and storage unit of the server 20 may be received via the network, and the received programs and data may be stored in the storage unit 170. Even when the terminal is made to function by receiving programs and various data in this way, it is included within the scope of the present invention.
[0045] The processing unit 100 (processor) performs processes such as game progression processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, programs, data received via the communication unit 196, and the like. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs. The processing unit 100 includes a game control unit 110, an image generation unit 120, and a sound generation unit 130.
[0046] The game control unit 110 executes a game (for example, a game in which the actions of a player character are controlled based on the player's operation and the player character battles an enemy character) based on the player's operation. Further, when the player performs an operation to specify a game range or an operation to consume a given point for a virtual clear, the game control unit 110 transmits operation information regarding the operation to the server 20.
[0047] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 120 may generate an image (so-called three-dimensional image) visible from a virtual camera (a given viewpoint) within the object space (game space).
[0048] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 192.
[0049] Alternatively, the game system of this embodiment may be configured as a server system. The server system can be composed of one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, a database server, etc.). In this case, the server system performs the processing of each part of the processing unit 100 based on operation inputs (data input to the input unit of the terminal) transmitted from one or more terminals (such as smartphones, mobile phones, portable game machines, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and it may be the image data itself or various data (object data, game processing result data, etc.) used by each terminal to generate an image.
[0050] 2. Method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. The game system of this embodiment is configured to execute a game that can clear the game range (cleared stage) specified by the player regardless of the player's play.
[0051] FIG. 4 is a diagram showing an example of a game screen (game image) for the player to specify a game range. The game screen GI is displayed on the display unit 190 (touch panel) of the terminal 10, and the player can perform an operation input by performing an operation (touch operation) of bringing a contact medium such as a fingertip or a touch pen into contact with the touch panel.
[0052] On the game screen GI, a list of multiple stages ST that the player has already cleared is displayed. Here, stages "1" to "3" are shown as the stages ST that the player can specify. When the player performs an operation (touch operation) to specify one or more arbitrary stages ST, the minimum conditions for considering the specified stage cleared (executing auto-play) are set. In the example shown in FIG. 5, since the player specified stage "2", it is set that 100 game points are consumed as the minimum condition for considering stage "2" cleared, and this minimum condition is displayed on the game screen GI.
[0053] The minimum conditions for considering a stage cleared are determined based on the content of the specified stage and the number of specified stages (the length of the game range). The content of the stage is, for example, the strength and number of enemy characters that appear in the stage, the content of events that occur in the stage, items that can be obtained in the stage, and gimmicks that appear in the stage (e.g., pitfalls, hidden passages). For example, the higher the difficulty of the specified stage (e.g., the stronger the enemy characters that appear, the larger the number of enemy characters that appear, the higher the difficulty of the events that occur or the gimmicks that appear, the higher the value of the items that can be obtained, the larger the number of items that can be obtained), and the larger the number of specified stages, the more consumption points are required to meet the minimum conditions. Instead of (or in addition to) setting the minimum conditions based on the content of the specified stage and the number of specified stages, the minimum conditions may be set based on the player's information and the player's past play information (such as the history of privilege grants). For example, the more privileges that have been granted to the player in the past (or the number of times privileges have been granted), the more consumption points may be required to meet the minimum conditions.
[0054] On the game screen GI, an input area IA for the player to enter the points consumed is displayed. When the player enters the points for the minimum condition of the stage specified in the input area IA, the content of the bonus given when the stage is considered cleared is displayed on the game screen GI. In the example shown in FIG. 6, since the player entered the points "100" for the minimum condition of stage "2" in the input area IA, it is displayed on the game screen GI that the player will be given an item "A" with an experience value of "100" and a rarity of "N (Normal)" as a bonus when stage "2" is considered cleared.
[0055] Here, when the player enters points exceeding the minimum condition points of the stage specified in the input area IA, it is determined that the conditions exceeding the minimum condition are satisfied, the content of the bonus when the stage is considered cleared is changed, and that fact is displayed on the game screen GI. In the example shown in FIG. 7, since the player entered points "200" exceeding the minimum condition points "100" in the input area IA, the bonus when stage "2" is considered cleared is changed from the bonus when only the minimum condition is satisfied (item "A" with an experience value of "100" and a rarity of "N") to an item "A" with an experience value of "250" and a rarity of "R (Rare)", and that fact is displayed on the game screen GI. Thus, when the points entered in the input area IA satisfy the conditions exceeding the minimum condition, the player is notified that the stage is considered cleared in a situation better than when only the minimum condition is satisfied. Note that the bonus at the time of deemed clearance when the conditions exceeding the minimum condition are satisfied is determined according to the degree of exceeding the minimum condition. For example, the greater the difference between the entered points and the minimum condition points, the greater the number of experience values and items given as bonuses at the time of deemed clearance, and the higher the rarity of the items given.
[0056] When the player enters the points that meet the minimum conditions of one or more specified stages (the minimum condition points or points exceeding the minimum condition points) into the input area IA and presses (touches) the auto-play execution button RB to instruct the execution of auto-play, the input points are consumed (subtracted from the points held by the player), and the auto-play of the specified one or more stages is executed. In the auto-play of the specified stage, a game in which the player character battles the enemy characters appearing in the stage proceeds automatically regardless of the player's play (operations for game progress), and the game image during game progress is displayed on the display unit 190 of the player's terminal 10. Then, when the auto-play of the specified stage ends, the benefits at the time of deemed clearance are given to the player.
[0057] Here, when conditions exceeding the minimum conditions are satisfied, instead of (or in addition to) changing the benefits at the time of deemed clearance, the difficulty level of the stage at the time of auto-play execution (for example, the strength of the player character, the strength of the enemy characters appearing in the stage, the appearance status of enemy characters and gimmicks) may be changed. By doing so, the player can consume points exceeding the minimum condition points to see the player character fighting powerful enemy characters on the game screen during auto-play execution, or see gimmicks that did not appear at the time of past clearances. Also, in this case, the greater the degree of exceeding the minimum conditions (the difference between the input points and the minimum condition points), the higher (or lower) the difficulty level of the stage at the time of auto-play execution may be set. Further, when conditions exceeding the minimum conditions can be satisfied, before the execution of auto-play, it may be set to display on the game screen GI that the difficulty level of the stage at the time of auto-play execution will be changed.
[0058] Also, instead of (or in addition to) changing the benefits when deemed cleared or changing the difficulty level of the stage during automatic play when conditions exceeding the minimum conditions are satisfied, special events may be generated during automatic play (for example, adding rare enemy characters to appear on the stage, generating conversation events that do not normally occur). By doing so, the player can view special events that cannot normally be seen on the game screen during automatic play by consuming points exceeding the minimum condition points. Also, in this case, the special events to be generated during automatic play may be determined according to the degree of exceeding the minimum conditions (the difference between the input points and the minimum condition points). Also, when conditions exceeding the minimum conditions are satisfied, before automatic play is executed, a message indicating that a special event will occur during automatic play may be displayed on the game screen GI.
[0059] According to this embodiment, when the player consumes points exceeding the minimum condition points of the designated stage (when conditions exceeding the minimum conditions are satisfied), the player is deemed to clear in a situation better than when only the minimum conditions are satisfied (changing the benefits at the time of deemed clearance or the difficulty level of the stage during automatic play, generating special events during automatic play). Thus, even if the player is deemed to have cleared, the player can enjoy the changes according to the consumed points, and the interestingness of the game that can be deemed to have cleared can be improved. Also, when the player inputs points exceeding the minimum condition points of the designated stage (when conditions exceeding the minimum conditions can be satisfied), by notifying the player that the player will be deemed to clear in a situation better than when only the minimum conditions are satisfied, the player can enjoy strategic play of determining the points to be consumed in consideration of the points to be consumed and the corresponding changes in the deemed clearance.
[0060] 3. Processing Next, an example of the processing of the game system (server 20) of this embodiment will be described using the flowchart of FIG. 8.
[0061] First, the condition setting unit 210 determines whether it has received information regarding an operation for designating one or more cleared stages (game ranges) from the terminal 10 (step S10). If it has received such information (Y in step S10), it sets the minimum conditions for regarding the designated stage as cleared based on the content and number of the designated stage (step S11).
[0062] Next, the determination unit 212 determines whether it has received information regarding an operation for inputting the points to be consumed from the terminal 10 (step S12). If it has received such information (Y in step S12), it determines whether the input points have reached the minimum condition points (step S13). If the input points have reached the minimum condition points (Y in step S13), the determination unit 212 determines whether the input points exceed the minimum condition points (step S14).
[0063] If the input points do not exceed the minimum condition points (are equal to the minimum condition points) (N in step S14), the process proceeds to step S17. If the input points exceed the minimum condition points (Y in step S14), the game processing unit 214 changes the benefits at deemed clearance according to the difference between the input points and the minimum condition points (step S15), and the notification unit 216 performs control to display the changed benefits (indicating that the benefits at deemed clearance are changed) on the display unit 190 of the terminal 10 (notify the player) (step S16).
[0064] Next, the game processing unit 214 determines whether it has received information regarding an operation for instructing the execution of auto-play from the terminal 10 (step S17). If it has received such information (Y in step S17), it consumes the input points (step S18) and executes the auto-play of the designated stage (step S19). Next, the game processing unit 214 grants the player the benefits at deemed clearance (step S20).
[0065] The present invention is not limited to what has been described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
Explanation of Reference Signs
[0066] 10... terminal, 20... server, 100... processing unit, 110... game control unit, 120... image generation unit, 130... sound generation unit, 150... input unit, 170... storage unit, 190... display unit, 192... sound output unit, 196... communication unit, 200... processing unit, 210... condition setting unit, 212... determination unit, 214... game processing unit, 216... notification unit, 270... storage unit, 272... storage section, 296... communication unit
Claims
1. A game system for a game that can clear a given game range regardless of the player's play, When the game range is designated by the player, a condition setting unit that sets the minimum conditions for considering that the designated game range has been cleared; A determination unit that determines whether or not the minimum conditions are satisfied based on the player's operation; When the minimum conditions are satisfied, it includes a game processing unit that considers that the designated game range has been cleared regardless of the player's play, The game processing unit, When conditions exceeding the minimum conditions are satisfied, it is considered that the game has been cleared in a situation better than when only the minimum conditions are satisfied, The minimum condition is to consume a given point, and the game system is characterized in that.
2. In claim 1, The point is a game point or an item set in the game, and the game system is characterized in that.
3. In claim 1, The point is a point based on the number of quests cleared by the player in the game, and the game system is characterized in that.
4. A game system for a game that can clear a given game range regardless of the player's play, When the game range is designated by the player, a condition setting unit that sets the minimum conditions for considering that the designated game range has been cleared; A determination unit that determines whether or not the minimum conditions are satisfied based on the player's operation; When the minimum conditions are satisfied, it includes a game processing unit that considers that the designated game range has been cleared regardless of the player's play, The game processing unit, When conditions exceeding the minimum conditions are satisfied, it is regarded as having cleared in a better situation than when only the minimum conditions are satisfied. The game processing unit When the minimum conditions are satisfied, it executes an automatic play that does not depend on the player's play for the designated game range, and when conditions exceeding the minimum conditions are satisfied, it changes the difficulty level of the game range during the execution of the automatic play. A game system characterized by that.
5. In claim 4, The game processing unit A game system characterized by generating a special event during the execution of the automatic play when conditions exceeding the minimum conditions are satisfied.
6. In any one of claims 1 to 5, The condition setting unit A game system characterized by setting the minimum conditions based on at least one of the content and length of the designated game range.
7. In any one of claims 1 to 6, The game processing unit A game system characterized by determining the degree of the better situation according to the degree of exceeding the minimum conditions when conditions exceeding the minimum conditions are satisfied.
8. In any one of claims 1 to 7, The game processing unit A game system characterized by changing the benefits when regarded as having cleared when conditions exceeding the minimum conditions are satisfied.
9. In any one of claims 1 to 8, The condition setting unit A game system characterized by setting the minimum conditions based on the player's information or the player's past play information.
10. A game system for a game that can clear a given game range regardless of the player's play, a condition setting unit that sets minimum conditions for regarding that the specified game range has been cleared when the game range is specified by the player; a determination unit that determines whether or not the minimum conditions can be satisfied based on the player's operation; a game processing unit that, when the minimum conditions are satisfied, regards that the specified game range has been cleared regardless of the player's play; and a notification unit that, when it is determined that the minimum conditions can be satisfied, determines whether or not conditions exceeding the minimum conditions can be satisfied, and when the conditions exceeding the minimum conditions can be satisfied, notifies the player that it is regarded that the game has been cleared in a situation superior to the case where only the minimum conditions are satisfied. A game system characterized by including.
11. A program for a game that can clear a given game range regardless of the player's play, a condition setting unit that sets minimum conditions for regarding that the specified game range has been cleared when the game range is specified by the player; a determination unit that determines whether or not the minimum conditions are satisfied based on the player's operation; causes a computer to function as a game processing unit that, when the minimum conditions are satisfied, regards that the specified game range has been cleared regardless of the player's play, wherein the game processing unit regards that the game has been cleared in a situation superior to the case where only the minimum conditions are satisfied when conditions exceeding the minimum conditions are satisfied, and the minimum condition is to consume a given point. A program characterized by that.
12. A program for a game that can clear a given game range regardless of the player's play, When the game range is specified by the player, a condition setting unit that sets the minimum conditions for considering that the specified game range has been cleared, A determination unit that determines whether or not the minimum conditions are satisfied based on the player's operation, When the minimum conditions are satisfied, the computer functions as a game processing unit that considers that the specified game range has been cleared regardless of the player's play, The game processing unit, When conditions exceeding the minimum conditions are satisfied, it is considered that the game has been cleared in a situation better than when only the minimum conditions are satisfied, The game processing unit, When the minimum conditions are satisfied, an automatic play that does not depend on the player's play is executed for the specified game range, and when conditions exceeding the minimum conditions are satisfied, the difficulty level of the game range during the automatic play execution is changed. A program characterized by that.
13. A program for a game that can clear a given game range regardless of the player's play, When the game range is specified by the player, a condition setting unit that sets the minimum conditions for considering that the specified game range has been cleared, A determination unit that determines whether or not the minimum conditions can be satisfied based on the player's operation, When the minimum conditions are satisfied, a game processing unit that considers that the specified game range has been cleared regardless of the player's play, When it is determined that the minimum conditions can be satisfied, it is determined whether or not conditions exceeding the minimum conditions can be satisfied, and when conditions exceeding the minimum conditions can be satisfied, the player is notified that it is considered that the game has been cleared in a situation better than when only the minimum conditions are satisfied. A program characterized by functioning the computer as a notification unit.
14. A game control method for a game that can clear a given game range regardless of the player's play, When the computer a condition setting step of setting minimum conditions for regarding that the designated game range has been cleared when the game range is designated by the player; a determination step of determining whether or not the minimum conditions are satisfied based on the operation of the player; when the minimum conditions are satisfied, executing a game processing step of regarding that the designated game range has been cleared regardless of the player's play, In the game processing step, when conditions exceeding the minimum conditions are satisfied, regarding that the clearing is in a better situation than when only the minimum conditions are satisfied, The minimum condition is consuming a given point, and a game control method characterized by this.
15. A game control method for a game in which a given game range can be cleared regardless of the player's play, When the computer a condition setting step of setting minimum conditions for regarding that the designated game range has been cleared when the game range is designated by the player; a determination step of determining whether or not the minimum conditions are satisfied based on the operation of the player; when the minimum conditions are satisfied, executing a game processing step of regarding that the designated game range has been cleared regardless of the player's play, In the game processing step, when conditions exceeding the minimum conditions are satisfied, regarding that the clearing is in a better situation than when only the minimum conditions are satisfied, In the game processing step, when the minimum conditions are satisfied, executing an automatic play for the designated game range regardless of the player's play, and when conditions exceeding the minimum conditions are satisfied, changing the difficulty level of the game range during the automatic play, and a game control method characterized by this.
16. A game control method for a game that can be cleared regardless of the player's play within a given game range, comprising: a computer a condition setting step of setting minimum conditions for regarding that the specified game range has been cleared when the game range is specified by the player; a determination step of determining whether or not the minimum conditions can be satisfied based on the player's operation; a game processing step of regarding that the specified game range has been cleared regardless of the player's play when the minimum conditions are satisfied; and a notification step of determining whether or not conditions exceeding the minimum conditions can be satisfied when it is determined that the minimum conditions can be satisfied, and notifying the player that when the conditions exceeding the minimum conditions are satisfied, it is regarded that the game has been cleared in a situation superior to the case where only the minimum conditions are satisfied. A game control method characterized by executing the above steps.
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