Program and Computer System
The described technology improves the strategic and interesting aspects of capturing a target character in a game by allowing dynamic capture results based on the capture play's progress, enabling players to enhance their capture strategies and outcomes.
Patent Information
- Application Number
- JP2023207734
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2041-03-11
AI Technical Summary
Conventional game technologies allow for changing the success probability of capturing an enemy character, but do not enhance the strategic or interesting aspects of the capture process, as the outcome of a successful capture remains limited to making the enemy character an ally.
A computer system or program that enables a capture play in a game, allowing players to capture a target character by making it an ally or incorporating its attributes into the player's operating character, with dynamic capture result content based on the capture play's progress and evaluation.
This solution enhances the strategic and interesting aspects of the capture process by allowing players to consider and devise their capture strategies to achieve desired capture results, including changing the ally character's parameters or the player's character settings.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer system or the like that controls the progress of a game based on a player's play operation.
Background Art
[0002] In games where enemy characters appear, there are some in which a player can attempt to capture an encountered enemy character. Usually, the success or failure of the capture is determined according to a given success probability, and if the capture is successful, the enemy character can be made into an ally character owned by the player. There is a known technique for increasing or decreasing the success probability of capturing this enemy character according to the amount of damage inflicted on the enemy character or the amount of damage received by the player's controlled character (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, in the conventional technology, although the success probability of capturing an enemy character can be changed, the result obtained when the capture is successful has not changed in that the enemy character can be made into an ally as the player's owned character. The background art regarding the capture of enemy characters has been described, but the capture of enemy characters is an example of the capture of a target character. The target character may not be an enemy character, but may be, for example, a neutral computer-controlled character. Also, the capture may not be a capture, but may be, for example, taming, or taking it in exactly like the player's controlled character.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a technology capable of improving the strategic nature and interest regarding capture in a game that can capture a target character.
Means for Solving the Problem
[0006] A first invention for solving the above problem is a program for causing a computer system to control the progress of a game based on a player's play operation, wherein the game enables a capture play in which, by capturing a given target character, either 1) making the target character an ally, and 2) incorporating part or all of the target character into the player's operating character to change the appearance and / or settings of the operating character, can be obtained as capture results, capture play progress control means (for example, the capture play progress control unit 212 in FIG. 9) for controlling the progress of the capture play including the activation of the capture, result content change means (for example, the result content change unit 216 in FIG. 9) for evaluating the progress process of the capture play and changing the content of the capture result based on the evaluation result, is a program for causing the computer system to function as such.
[0007] As another invention, a computer system for controlling the progress of a game based on a player's play operation, wherein the game enables a capture play in which, by capturing a given target character, either 1) making the target character an ally, and 2) incorporating part or all of the target character into the player's operating character to change the appearance and / or settings of the operating character, can be obtained as capture results, capture play progress control means for controlling the progress of the capture play including the activation of the capture, Achievement content changing means for evaluating the progress of the capture play and changing the content of the capture achievement based on the evaluation result, A computer system comprising may be configured.
[0008] According to the first invention or the like, in a game capable of capturing a target character, it is possible to improve the strategic and interesting aspects related to the capture. That is, based on the progress of the capture play including the activation of the capture, the content of the capture achievement obtained by the capture is changed. For this reason, the player will consider and devise how to proceed with the capture play and at what timing to perform the capture in order to obtain a better capture achievement for oneself, and it is possible to improve the strategic and interesting aspects related to the capture.
[0009] The second invention is in the first invention, The capture achievement is to make the target character an ally, The achievement content changing means changes the content of the capture achievement by changing the parameter value of the target character to be made an ally based on the evaluation result. It is a program.
[0010] According to the second invention, the target character becomes an ally as the capture achievement. However, the parameter value of the target character that becomes an ally is changed based on the evaluation value of the progress of the capture play. As a result, the player can make the target character an ally as the capture achievement, but will consider and devise how to proceed with the capture play so that the parameter value of the target character that becomes an ally becomes as desired, and it is possible to improve the strategic and interesting aspects related to the capture.
[0011] The third invention is in the first or second invention, The capture result is to change the settings of the operation character by changing the parameter values of the operation character. The result content changing means changes the content of the capture result by changing the parameter values of the operation character based on the evaluation result. It is a program.
[0012] According to the third invention, the parameter values of the operation character changed as the capture result are changed based on the evaluation result during the progress of the capture play. Thereby, the player will consider and devise how to proceed with the capture play so that the parameter values of the operation character changed as the capture result will be as desired, and the strategic nature and interest regarding the capture can be improved.
[0013] The fourth invention is in any one of the first to third inventions, a first success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in FIG. 9) that changes the success / failure determination parameter value related to the success or failure of the capture based on the progress of the capture play, functions the computer system as, the capture play progress control means determines the success or failure of the capture using the success / failure determination parameter value. It is a program.
[0014] According to the fourth invention, the success / failure determination parameter value for determining the success or failure of the capture is changed based on the progress of the capture play. For this reason, the player will consider and devise how to proceed with the capture play so that the capture of the target character will be successful, and at what timing it is better to perform the capture, and the strategic nature and interest regarding the capture can be further improved.
[0015] The fifth invention is in any one of the first to third inventions, a second success / failure determination parameter value changing means (e.g., the success / failure probability changing unit 218 in FIG. 9 ) for changing a success / failure determination parameter value relating to the success / failure of the capture based on a continuous state of given continuous operation inputs by the player; and causing the computer system to function as The capture play progress control means determines whether the capture has been successful or not by using the success / failure determination parameter value. It is a program.
[0016] According to the fifth aspect of the present invention, the success / failure determining parameter value is changed based on the successive status of the given successive operational inputs by the player. This allows the player to perform successive operational inputs with the aim of changing the success / failure determining parameter value, adding a new interest to the game.
[0017] The sixth aspect of the present invention relates to the fifth aspect of the present invention, the second success / failure determination parameter value changing means changes the success / failure determination parameter value based on at least one of the type of the consecutive operation input, the consecutive time, and the consecutive number of times. It is a program.
[0018] According to the sixth aspect of the present invention, the success / failure determination parameter value is changed based on at least one of the type of consecutive operation input, the continuous time, and the number of consecutive operations. The type of consecutive operation input, the continuous time, and the number of consecutive operations are elements that are easy for a player to grasp, and it is possible to perform a game with a high level of strategy and interest, such as performing consecutive operation input while being conscious of the relationship with the success / failure determination parameter value.
[0019] A seventh aspect of the present invention is the method according to any one of the fourth to sixth aspects of the present invention, The capture play progress control means has a presentation means (e.g., the presentation unit 214 in FIG. 9) for presenting to the player the parameter value for success / failure determination, or the content of the capture result that will be changed by the result content change means if the capture is successful. It is a program.
[0020] According to the seventh invention, a presentation showing a success / failure determination parameter value or a presentation showing the content of a capture result that is changed when the capture is changed is made to the player. Thereby, it is possible to provide the player with a basis for judgment for considering and devising how to proceed with the capture play and the timing of the capture.
[0021] The eighth invention is in any one of the first to seventh inventions, the capture result is to change the setting of the operation character by incorporating part or all of the target character into the operation character of the player, the result content changing means changes the content of the capture result based on the attribute relationship between the attribute set for the target character and the attribute set for the operation character, is a program.
[0022] According to the eighth invention, the setting of the operation character changed as the capture result is changed based on the attribute relationship between the attribute of the target character and the attribute of the operation character. Therefore, the player can judge which target character to capture using the attribute relationship as a basis for judgment.
[0023] The ninth invention is in any one of the first to eighth inventions, the result content changing means performs the evaluation based on the amount of damage given to the target character in the capture play, is a program.
[0024] According to the ninth invention, an evaluation of the progress of the capture play is performed based on the amount of damage given to the target character in the capture play. Thereby, the player comes to consider and devise the amount of damage to give to the target character so as to obtain a desired capture result, and the strategic nature and interest regarding the capture can be improved.
[0025] The 10th invention is in any one of the 1st to 9th inventions, wherein the achievement content changing means performs the evaluation based on the amount of damage suffered by the operation character in the capture play. It is a program.
[0026] According to the 10th invention, based on the amount of damage suffered by the operation character in the capture play, the progress of the capture play is evaluated. Therefore, the player will perform the capture play while being concerned about the amount of damage suffered by the operation character, and the strategic and interesting aspects related to the capture can be improved.
[0027] The 11th invention is in any one of the 1st to 10th inventions, wherein the achievement content changing means performs the evaluation based on the difference in physical strength between the target character and the operation character. It is a program.
[0028] According to the 11th invention, based on the difference in physical strength between the target character and the operation character, the progress of the capture play is evaluated. Therefore, the player will perform the capture play while being concerned about the difference in physical strength between the target character and the operation character, and the strategic and interesting aspects related to the capture can be improved.
[0029] The 12th invention is in any one of the 1st to 11th inventions, wherein the capture play progress control means selects one or more of the target characters from among a plurality of target candidate characters based on the player's selection operation, and the achievement content changing means changes the content of the capture achievement based on the combination of the plurality of target characters when the capture of the plurality of target characters is successful. It is a program.
[0030] According to the 12th invention, when capturing a plurality of target characters is successful, the content of the capture result is changed based on the combination of the plurality of target characters. Therefore, the player will consider and devise the combination of target characters to be captured so as to obtain the desired capture result, and the strategic and interesting aspects of the capture can be improved.
[0031] The 13th invention is in any one of the 1st to 12th inventions, the game can be participated in by a plurality of players, and the result content changing means changes the content of the capture result based on the combination of the target characters that have become the target of the capture when a plurality of participating players succeed in the capture. It is a program.
[0032] According to the 13th invention, the content of the capture result is changed based on the combination of the target characters that a plurality of participating players have successfully captured. As a result, for example, the strategic and interesting aspects of the capture can be improved, such as when each participating player forming a team determines the target characters to be captured while consulting with each other so as to obtain the desired capture result.
[0033] The 14th invention is a program for controlling the progress of a game based on the play operation of a player that is operationally input using a user interface in a computer system, wherein the game enables a capture play in which, by capturing a given target character, either 1) making the target character an ally, and 2) incorporating part or all of the target character into the player's operating character to change the appearance and / or settings of the operating character, can be obtained as a capture result. The user interface includes a touch panel and / or an acceleration sensor for detecting action operations, means for changing a success / failure determination parameter value related to the success or failure of the capture of the target character based on the continuous state of the action operation (for example, the success probability change unit 218 in FIG. 9), capture play progress control means for controlling the progress of the capture play including determining the success or failure of the capture of the target character using the success / failure determination parameter value (for example, the capture play progress control unit 212 in FIG. 9), is a program for causing the computer system to function as such.
[0034] As another invention, A computer system for controlling the progress of a game based on a play operation of a player input through a user interface, The game enables a capture play in which by capturing a given target character, either 1) making the target character an ally, and 2) incorporating part or all of the target character into the player's operation character to change the appearance and / or settings of the operation character, can be obtained as capture results, The user interface includes a touch panel and / or an acceleration sensor for detecting action operations, means for changing a success / failure determination parameter value related to the success or failure of the capture of the target character based on the continuous state of the action operation, and capture play progress control means for controlling the progress of the capture play including determining the success or failure of the capture of the target character using the success / failure determination parameter value, may constitute a computer system including the above.
[0035] According to the 14th invention etc., in a game capable of capturing a target character, it is possible to further improve the strategic nature and interestingness regarding the capture. That is, based on the continuous situation of the action operations by the player, the success / failure determination parameter value is changed. For this reason, the player will have to consider and devise how many consecutive action operations should be performed in order to succeed in the capture, and the strategic nature and interestingness regarding the capture can be improved.
[0036] The 15th invention is in the 14th invention, The capture play progress control means selects the target character from among a plurality of target candidate characters based on the continuous situation, is a program.
[0037] According to the 15th invention, based on the continuous situation of the action operations, the target character to be captured is selected from among a plurality of target candidate characters. As a result, the player will have to consider and devise how many consecutive action operations should be performed in order to capture the desired target character, and the strategic nature and interestingness regarding the capture can be further improved.
[0038] The 16th invention is in the 14th or 15th invention, evaluate the progress process of the capture play based on the continuous situation, and change the content of the capture result based on the evaluation result (for example, the result content change unit 216 in FIG. 9) as the result content change means, is a program for causing the computer system to function as such.
[0039] According to the 16th invention, based on the continuous state of the action operation, the content of the capture result obtained by capturing the target character is changed. Therefore, in order to obtain a better capture result for themselves, players will deliberate and come up with ideas about how continuously they should perform the action operation, and the strategic and interesting aspects related to capture can be further improved.
Brief Description of Drawings
[0040]
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Embodiments for Carrying Out the Invention
[0041] Hereinafter, an example of a preferred embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited by the embodiments described below, nor is the applicable form of the present invention limited to the following embodiments. Also, in the description of the drawings, the same reference numerals are given to the same elements.
[0042] [User device] FIG. 1 is a front view showing a configuration example of a user device 1500 which is a computer system in the present embodiment. The user device shown in FIG. 1 is a device called a so-called smartphone, but if it is a computer system, in addition to a portable game device, a stationary home game device, a game controller for a stationary home game device, a business game device, a tablet computer, a personal computer, a wearable computer such as a smartwatch or smart glasses may also be used.
[0043] As shown in FIG. 1, the user device 1500 includes a direction input key 1502, a button switch 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1508, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 capable of reading and writing data to and from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided. Further, an IC card reader or the like capable of non-contact data reading and writing may be provided for an IC card type credit card or prepaid card.
[0044] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless LAN base station, etc. that are connected to a given communication network, inertial sensors 1554 such as a three-axis acceleration sensor and a three-axis gyro sensor, an interface circuit 1555, etc. The interface circuit 1555 includes a circuit for receiving signals from the direction input keys 1502 and the button switches 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generation circuit for generating a signal of the sound collected by the microphone 1512, a circuit for inputting image data of an image captured by the camera 1520, a circuit for inputting a detection signal of the inertial sensor 1554, a signal input / output circuit to the memory card reader 1542, etc. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like and are connected so as to enable reading and writing of data and transmission and reception of signals. Part or all of the control board 1550 may be configured by an ASIC, an FPGA, or an SoC. The IC memory 1552 stores a program for realizing the functions of the user device 1500, various data, etc. Note that it may be configured to download a program or the like from a given server system or to read it from a storage medium such as a separately obtained memory card 1540.
[0045] [Overview of the Game] In this embodiment, the game played on the user device 1500 is a game in which a capture play can be performed to obtain a capture result by capturing a target character. The capture result is, for example, incorporating part or all of the captured target character into the player's controlled character to change the appearance and / or settings of the controlled character. Specifically, the game in this embodiment is an RPG (Role Playing Game). When the controlled character 10 operated by the player encounters a target character 14 that is an NPC (Non Player Character), the game transitions to a battle mode in which a battle is fought against the target character 14. The play performed in this battle mode is the capture play. In this embodiment, it is described as transitioning to the battle mode, but it may also be possible to perform the capture play on the open field without transitioning to a dedicated mode for battles.
[0046] Figure 2 is an example of a game screen during capture play. As shown in Figure 2, in the game screen during capture play, a state where the controlled character 10 and the target character 14 are facing each other is displayed. Health gauges 12 and 16 indicating their health values are displayed attached to the controlled character 10 and the target character 14.
[0047] Also, a message 18 which is a presentation showing a capture result that may be obtained by capturing the target character 14 and a success / failure probability gauge 20 are displayed. The success / failure probability gauge 20 indicates a success / failure probability which is a parameter value for success / failure determination related to the success or failure of the capture (success / failure). As will be described later, since the obtained capture result is changed based on the progress of the capture play, the capture result shown in the message 18 may be different from the capture result obtained after the capture is performed. The success / failure probability is the probability that the capture of the target character 14 will succeed. The success / failure probability gauge 20 also displays the percentage value of the success / failure probability. By these presentations, the player can determine the timing to instruct the capture.
[0048] When the player performs a capture instruction operation during the capture play, an action in which the target character 14 tries to capture is performed. The act of trying to capture will be hereinafter appropriately referred to as "performing the capture" for explanation. FIG. 3 is an example of a game screen during the performance of the capture. As shown in FIG. 3, during the performance of the capture, a state where the operation character 10 is trying to prey on the target character 14 is displayed as an operation such that a part or all of the target character is incorporated into the operation character. During the performance of the capture, the target character 14 is controlled to resist being captured and a kind of close combat is performed, and the physical strength values of the operation character 10 and the target character 14 can change.
[0049] Also, during the execution of the capture, the player can perform a predetermined continuous operation input to increase the success probability of the capture. The continuous operation input is a continuous action operation of the player and is based on actions detectable by the inertial sensor 1554 or the touch panel 1506 provided by the user device 1500 as a user interface. For example, there are operations such as shaking the user device 1500 in a predetermined direction using the detection of the inertial sensor 1554, continuous flick operations or tap operations using the detection of the touch panel 1506. The "continuity" of the flick operation and the tap operation refers to an operation of repeating the operation at high speed, and is an operation state in which the interval between operations is short (for example, an interval of 0.5 seconds or less) and continues.
[0050] On the game screen during the execution of the capture, a caption 22 indicating the content of the continuous operation input that can efficiently increase the success probability of capturing the target character 14 is displayed. In the example of FIG. 3, a continuous operation input such as continuously shaking the user device 1500 in the vertical direction using the detection of the inertial sensor 1554 is shown as the caption 22. There are multiple types of continuous operation inputs, and the continuous operation input corresponding to the type of the target character to be captured is shown as the caption 22. The success probability increases efficiently according to the continuous situation such as the continuous time and the continuous number of times of the continuous operation input shown in the caption 22. The increase in the success probability can be confirmed by the success probability gauge 20.
[0051] Note that the increase in the success probability due to the continuous operation input may be gradually decreased according to the passage of time without performing the continuous operation input. Also, the continuous operation input may be started and accepted even before the execution of the capture. In this case, it may be regarded that the start of the continuous operation input is an instruction operation for the execution of the capture.
[0052] The trial time for attempting a capture is set to a predetermined time (e.g., 10 seconds) and ends when the predetermined time elapses. Then, the success or failure of the capture is determined according to the success probability, and if the capture is successful, a capture result is obtained. Specifically, the success or failure of the capture is determined according to the success probability at the time when the predetermined time has elapsed, and then, for a certain period of time (e.g., 4 seconds) afterwards, production control corresponding to the determined success or failure of the capture is performed.
[0053] Figure 4 is a diagram for explaining the capture result obtained by capture. As shown in Figure 4, when the capture of the target character 14 is successful, a capture result is obtained. Also, the capture play (battle mode) ends. In the example of Figure 4, as the capture result, a change in the settings of the operation character 10 and a change in the appearance of the operation character 10 are obtained. The change in the settings of the operation character 10 is the acquisition of a new skill ("flight" or "levitation"), and the change in the appearance of the operation character 10 is the acquisition of new wings (ornaments). The obtained capture result is changed based on the evaluation result during the progress of the capture play. On the other hand, when the capture fails, the capture play (battle mode) continues.
[0054] The content of the capture result obtained when the capture is successful is changed based on the evaluation result during the progress of the capture play. Figure 5 is a diagram for explaining the evaluation during the progress of the capture play. The evaluation during the progress of the capture play is performed based on a plurality of evaluation elements related to the capture play. In the present embodiment, individual evaluation values are obtained for each of the plurality of evaluation elements, and the final evaluation result is determined by integrating these evaluation values.
[0055] FIG. 5 shows an example of an overview of the relationship between each of a plurality of evaluation factors and an evaluation value V obtained from the evaluation factor. That is, an evaluation value V1 is obtained using the elapsed time from the start of the capture play as an evaluation factor, an evaluation value V2 is obtained using the amount of damage inflicted on the target character 14 during the capture play as an evaluation factor, an evaluation value V3 is obtained using the amount of damage sustained by the operating character 10 during the capture play as an evaluation factor, an evaluation value V4 is obtained using the difference in physical strength, which is the difference between the physical strength value of the operating character 10 and the physical strength value of the target character 14 during the capture play, as an evaluation factor, and an evaluation value Vx is obtained using the continuity of continuous operation inputs made during the capture play as an evaluation factor. For the evaluation value Vx using the continuity of continuous operation inputs as an evaluation factor, evaluation values Vx (Vx1, Vx2, ···) are obtained for each type of continuous operation input (“vertical oscillation”, “vertical flick”, ···). The continuity of continuous operation inputs depends on the type of continuous operation input, and includes continuous time, number of continuities, etc. Then, an evaluation result is determined from a predetermined decision function fv that uses the evaluation values V (V1, V2, ···) obtained for each of these evaluation factors as variables. The decision function fv can be set as an appropriate function, such as obtaining an average value, obtaining a total value, selecting a maximum value, or selecting a median value. It is preferable to set it so that the higher the evaluation value V of each evaluation factor, the higher the evaluation result determined by the decision function fv.
[0056] Based on the evaluation result of the progress of the capture play, the content of the capture result is determined and changed. FIG. 6 is a diagram for explaining the change and determination of the content of the capture result. As shown in FIG. 6, a plurality of capture result setting tables 326 are defined in association with each target character 14. The capture result setting table 326 is a table that defines the association between the evaluation result and the obtained capture result, as shown in an example in FIG. 7, and the application conditions of the table are defined.
[0057] The applicable conditions are defined as conditions such as the type and attributes of the operation character 10. However, since the capture result setting table 326 itself is defined for each target character 14, as a result, the applicable conditions are the conditions of the combination of the type and attributes of the target character 14 and the operation character 10. The applicable conditions are not exclusive conditions. There may be cases where the applicable conditions of multiple capture result setting tables 326 match. In that case, each capture result setting table 326 whose applicable conditions match is selected.
[0058] The capture result set in the capture result setting table 326 is to change the appearance and / or settings of the operation character. For example, as changes to the settings of the operation character, there are acquisition of skills, increase in ability values such as physical strength, attack power, and defense power, and level up. Also, as changes to the appearance of the operation character, there are acquisition of ornaments and equipment, changes in skin such as color and pattern, and changes in the shape and size of the operation character.
[0059] Among the capture result setting tables 326 associated with the target character 14, the capture result setting table 326 for which the operation character 10 satisfies the applicable conditions is selected. And in each selected capture result setting table 326, the capture result associated with the evaluation result determined as described above is given to the operation character 10.
[0060] In the example of FIG. 6, it is shown that the three capture result setting tables 326a to 326c shown in FIG. 7 satisfy the application conditions. For example, the capture result setting table 326a uses the attributes of the operation character 10 as the application conditions, and as the capture result, a change in the physical strength value, which is a change in the settings of the operation character 10, is defined. The capture result setting table 326b uses the type of the operation character 10 as the application conditions, and as the capture result, the acquisition of skills, which are the settings of the operation character 10, is defined. The capture result setting table 326c uses the attributes of the operation character 10 as the application conditions, and as the capture result, the acquisition of the ornament "feather", which is a change in the appearance of the operation character 10, is defined.
[0061] The success or failure probability of the capture is changed based on the progress of the capture play. FIG. 8 is a diagram for explaining the change in the success or failure probability. The change in the success or failure probability of the capture is performed based on a plurality of change factors related to the capture play. In the present embodiment, individual probability values are obtained for each of the plurality of change factors, and the final success or failure probability is determined by synthesizing these probability values.
[0062] FIG. 8 shows an example of an overview of the relationship between each of a plurality of change factors and a probability value B obtained from the change factor. For example, a probability value B1 is obtained using the elapsed time since the start of the capture play as a change factor. A probability value B2 is obtained using the amount of damage given to the target character 14 during the capture play as a change factor. A probability value B3 is obtained using the amount of damage received by the operating character 10 during the capture play as a change factor. A probability value B4 is obtained using the difference in physical strength, which is the difference in the physical strength values of the operating character 10 and the target character 14 during the capture play, as a change factor. A probability value Bx is obtained using the continuity of continuous operation inputs made during the capture play as a change factor. For the probability value Bx using the continuity of continuous operation inputs as a change factor, probability values Bx (Bx1, Bx2, ···) are obtained for each type of continuous operation input (“vertical oscillation”, “vertical flick”, ···). The continuity of continuous operation inputs is the continuous time, the number of continuities, etc., depending on the type of continuous operation input. Then, a success / failure probability is determined from a predetermined decision function fb having the probability values B (B1, B2, ···) obtained for each of these change factors as variables. The decision function fb can be set as an appropriate function by obtaining an average value, obtaining a total value, selecting a maximum value, selecting a median value, etc. It is preferable to set it so that the higher the probability value B of each change factor, the higher the success / failure probability determined by the decision function fb.
[0063] [Functional Configuration] FIG. 9 is a block diagram showing the functional configuration of the user device 1500. According to FIG. 9, the user device 1500 includes an operation input unit 102, an image display unit 104, a sound output unit 106, a communication unit 108, a processing unit 200, and a storage unit 300.
[0064] The operation input unit 102 is a user interface, and outputs an operation input signal corresponding to various operation inputs made by the player to the processing unit 200. For example, it can be realized by a push switch, a joystick, a touch panel, a touch pad, a trackball, an acceleration sensor, a gyro, a camera module, etc. The direction input key 1502, the button switch 1504, the touch panel 1506, the inertial sensor 1554, etc. in FIG. 1 correspond to this.
[0065] The processing unit 200 is realized by, for example, a microprocessor such as a CPU or a GPU, and electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 102 and the storage unit 300. Then, based on a predetermined program, data, an operation signal from the operation input unit 102, etc., it executes various arithmetic processes to control the operation of the user device 1500. Various microprocessors such as the CPU 1551 mounted on the control board 1550 in FIG. 1 correspond to this. Further, the processing unit 200 includes a game arithmetic unit 210, a timing unit 220, an image generation unit 224, a sound generation unit 226, and a communication control unit 228. Of course, other functions can also be appropriately included.
[0066] The game arithmetic unit 210 controls the progress of the game based on the player's play operation input using the user interface according to the game program 302. The game of this embodiment is a game in which it is possible to perform a capture play that, by capturing a given target character, incorporates part or all of the target character into the player's operation character and changes the appearance and / or settings of the operation character as a capture result. Specifically, it constructs a game space using the game initial setting data 310, and performs processes such as controlling the NPCs including the target character 14 arranged in the game space and controlling the operation character 10 according to the operation input by the player input from the operation input unit 102.
[0067] The game initial setting data 310 is the initial setting data necessary for the execution control of the game, and includes setting data for constructing the game space, initial setting data for various characters appearing in the game, and target character setting data 320.
[0068] Figure 10 is a diagram showing an example of the target character setting data 320. As shown in Figure 10, the target character setting data 320 is prepared for each type 321 of the target character 14 appearing in the game, and stores the attributes 322 of the target character, setting parameters 323, evaluation definition data 324, success / failure probability definition data 325, capture result setting table 326, and suitable continuous operation input setting data 327.
[0069] The setting parameters 323 store ability parameters such as physical strength, attack power, and defense power, the types and levels of skills, and the like.
[0070] The evaluation definition data 324 is data that defines the evaluation during the progress of the capture play, and stores a plurality of evaluation value calculation functions for calculating evaluation values V1, V2, ···, Vx from a plurality of evaluation elements related to the capture play, and an evaluation result determination function fv for determining the evaluation result using these evaluation values V (V1, V2, ···, Vx) as variables (see Figure 5).
[0071] The success / failure probability definition data 325 is data that defines the change of the success / failure probability based on the progress of the capture play, and stores a plurality of probability value calculation functions for calculating probability values B1, B2, ···, Bx from a plurality of change elements related to the capture play, and a success / failure probability determination function fb for determining the success / failure probability using these probability values B (B1, B2, ···, Bx) as variables (see Figure 8).
[0072] The capture result setting table 326 is a table that defines the capture results obtained based on the evaluation results during the progress of the capture play (see Figures 6 and 7).
[0073] The suitable continuous operation input setting data 327 is data that defines continuous operations that are preferably performed by the player to increase the probability of capturing the target character.
[0074] In addition, the game arithmetic unit 210 includes a capture play progress control unit 212, an achievement content change unit 216, and a success / failure probability change unit 218.
[0075] The capture play progress control unit 212 controls the progress of the capture play including the activation of the capture. Also, it determines the success or failure of the capture using the success / failure probability which is a parameter value for success / failure determination.
[0076] In addition, the capture play progress control unit 212 has a presentation unit 214. The presentation unit 214 makes a presentation to the player indicating the success / failure probability which is a parameter value for success / failure determination, or indicating the content of the capture achievement that will be changed by the achievement content change unit 216 in the case of a successful capture. Specifically, on the game screen during the capture play, it displays a message 18 which is a presentation indicating the capture achievement that may be obtained by capturing the target character 14, and a success / failure probability gauge 20 which is a presentation indicating the success / failure probability which is a parameter value for success / failure determination regarding the success or failure of the capture (see Figure 2).
[0077] The achievement content change unit 216 evaluates the progress of the capture play and changes the content of the capture achievement based on the evaluation result. The evaluation is performed based on the amount of damage given to the target character in the capture play, the amount of damage received by the operating character, the difference in physical strength between the target character and the operating character, and the continuity of a given continuous operation input by the player. Also, it changes the content of the capture achievement by changing the parameter value of the operating character based on the evaluation result. Also, it changes the content of the capture achievement based on the attribute relationship between the attribute set for the target character and the attribute set for the operating character.
[0078] Specifically, according to the evaluation definition data 324 in the target character setting data 320 associated with the target character, the evaluation result of the progress of the capture play is determined. Then, based on the determined evaluation result, according to the capture result setting table 326, the capture result given to the operation character is determined and acquired.
[0079] The success / failure probability change unit 218 changes the success / failure probability, which is a parameter value for success / failure determination related to the success or failure of capture, based on the progress of the capture play. Also, the success / failure probability, which is a parameter value for success / failure determination related to the success or failure of capture, is changed based on the continuous situation of a given continuous operation input that is an action operation by the player. The continuous situation of the continuous operation input is, for example, at least one of the type, continuous time, and continuous number of the continuous operation inputs. Specifically, according to the success / failure probability definition data 325 in the target character setting data 320 corresponding to the type of the target character, the success / failure probability of capture is determined (see FIG. 8).
[0080] The timing unit 220 performs timing such as the current date and time using the system clock.
[0081] The image generation unit 224 controls the generation of various image data and the generation and output of image signals for displaying those images on the image display unit 104. The image display unit 104 displays an image based on the image signal input from the image generation unit 224. For example, it is realized by an image display device such as a flat panel display or a projector. The touch panel 1506 in FIG. 1 corresponds to this.
[0082] The sound generation unit 226 is realized, for example, by a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing back an audio file, generates sound signals such as various operation sounds and BGM related to the game play, and outputs them to the sound output unit 106. The sound output unit 106 outputs sound (plays sound) based on the sound signal input from the sound generation unit 226. The speaker 1510 in FIG. 1 corresponds to this.
[0083] The communication control unit 228 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 108. The communication unit 108 connects to a given communication network to realize communication. For example, it is realized by a wireless communication device, a modem, a jack of a wired communication cable, a control circuit, etc. The wireless communication module 1553 in FIG. 1 corresponds to this.
[0084] The storage unit 300 stores programs, various data, etc. for enabling the processing unit 200 to realize given functions. It is also used as a working area of the processing unit 200, and temporarily stores calculation results executed by the processing unit 200 according to various programs, input data from the operation input unit 102, etc. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, etc. The IC memory 1552 and the memory card 1540 mounted on the control board 1550 in FIG. 1 correspond to this. The storage unit 300 stores a game program 302, game initial setting data 310 necessary for controlling the execution of the game, play data 330, and the current date and time 340 posted on the timer unit 220.
[0085] The game program 302 is a program for realizing the control of the game of the present embodiment.
[0086] The play data 330 is data related to the player's game play and includes data such as setting values that determine the current state of the operation character 10. It is also possible to include so-called save data in the play data 330.
[0087] [Flow of processing] FIG. 11 is a flowchart for explaining the flow of game processing. This processing is related to the execution control of one capture play and is executed by the game calculation unit 210.
[0088] First, the capture play progress control unit 212 starts the progress control of the capture play in which the target character 14 and the operation character 10 appear (step S1). Next, the game arithmetic unit 210 sets the success or failure probability of the capture and the initial setting value of the capture result (step S3). The initial value may be, for example, a value predetermined for each type of the target character 14, or may be random. Subsequently, the success or failure probability change unit 218 starts the change control of the success or failure probability based on the progress of the capture (step S5). Also, the result content change unit 216 starts the change control of the capture result based on the progress of the capture play (step S7). Then, the presentation unit 214 starts the presentation control of the changed success or failure probability and the capture result (step S9).
[0089] After that, if the player gives an instruction to capture (step S11: YES), the capture is performed (step S13). Then, when a predetermined time has elapsed since the start of the capture, the capture play progress control unit 212 determines the success or failure of the capture according to the success or failure probability at that time (step S15).
[0090] If it is determined that the capture is successful (step S17: YES), production control is performed to control the target character 14 so that the capture is successful. When the capture ends, the result content change unit 216 determines the content of the capture result (step S19). Then, the determined capture result is acquired by the operation character (step S21). When the above processing is performed, the current capture play ends.
[0091] On the other hand, if it is determined that the capture fails (step S17: NO), production control is performed to control the target character 14 so that the capture fails, and the capture is ended. Then, the capture play is continued. After that, it is determined whether the end condition of the capture play is satisfied. If not (step S23: NO), the process returns to step S11. If the end condition is satisfied (step S23: YES), the current capture play ends.
[0092] [Function and Effect] As described above, according to this embodiment, in a game in which the target character 14 can be captured, the strategic and interesting aspects regarding the capture can be improved. That is, based on the progress of the capture play including the activation of the capture, the content of the capture result obtained by the capture is changed. Therefore, the player will consider and devise how to proceed with the capture play and at what timing to perform the capture in order to obtain a better capture result for themselves, and the strategic and interesting aspects regarding the capture can be improved.
[0093] [Modification Example] Note that the applicable embodiments of the present invention are not limited to the above-described embodiments, and it goes without saying that they can be appropriately changed without departing from the spirit of the present invention.
[0094] (First Modification Example) In the case where a plurality of target candidate characters appear in the capture play, one or more target characters 14 may be selected based on the player's selection operation from among these plurality of target candidate characters and captured.
[0095] FIG. 12 is a diagram showing an example of a game screen in a game in which a plurality of target candidate characters appear. In the example of FIG. 12, a state where the operation character 10 is facing three target candidate characters 14a to 14c is displayed, and a health gauge 16a to 16c and a success probability gauge 20a to 20c are respectively displayed associated with each of the target candidate characters 14a to 14c.
[0096] As a selection operation for the target character 14, for example, the target character 14 may be selected by touching it in order. Or, it may be selected based on the continuous situation of continuous operation input which is an action operation by the player. For example, as the number of continuous times or the continuous time of continuous operation input increases, selection may be made in a predetermined order such as in the order from the closest to the operation character in the game space or in the order of being easy to capture (with a high success or failure probability).
[0097] Then, an attempt to capture is made for each of the plurality of target characters 14. When the capture of the plurality of target characters 14 is successful, the content of the capture result may be changed based on the combination of the plurality of target characters 14. Specifically, similar to the above-described embodiment, the capture result defined in the capture result setting table 326 associated with each of the captured target characters 14 is obtained, and further, an additional capture result based on the combination of the captured target characters 14 is obtained.
[0098] FIG. 13 shows an example of an additional capture result setting table 350 that defines additional capture results. In the additional capture result setting table 350 shown in FIG. 13, the combination of the target characters that have succeeded in capture and the additional capture results are stored in association with each other. The combination of the target characters is the content regarding the types and attributes of the plurality of target characters.
[0099] (Second Modified Example) In the above-described embodiment, the capture result obtained when the target character is captured is to change the appearance and / or settings of the operation character 10, but it may be to make the target character an ally or to be switchable and selectable as the operation character.
[0100] FIG. 14 is a diagram showing an example of making a target character captured as a capture result an ally. As shown in the figure, in capture play, when the player instructs the execution of capture, the capture of target character 14A is performed. During the execution of the capture, the player can increase the success probability of target character 14A by performing a continuous operation input which is an action operation. And when the capture is successful, as a capture result, target character 14A becomes an ally. In this case, similar to the above-described embodiment, based on the evaluation result in the process of the capture play, the content of the capture result, that is, the parameter values of target character 14A that has become an ally are changed. For example, the ability values, skills, attributes, levels, etc. of target character 14A that has become an ally are changed and determined. On the other hand, when the capture fails, the capture play continues.
[0101] FIG. 15 is a diagram for explaining the change in the content of the capture result. As shown in the figure, the change in the content of the capture result is performed according to a capture result setting table 326A defined in association with target character 14A. The capture result setting table 326A has the same configuration as the capture result setting table 326 in the above-described embodiment, and as a capture result, the change in the skill level of the skills possessed by the target character and the change in the ability parameter values such as the physical strength value, attack power, and defense power are defined.
[0102] (Third Modification Example) In the above-described embodiment, the game is executed in the form of the user device 1500 alone, but the executable form of the game is not limited to this. For example, it may be in the form of executing the game in a game system in which a server system and a player terminal are communicatively connected.
[0103] FIG. 16 is a diagram showing an example of the configuration of the game system 1. According to FIG. 16, the game system 1 includes a server system 1000 connectable to a communication network N, and a plurality of player terminals 1200 that access the server system 1000 via the communication network N and can communicate with the server system 1000.
[0104] The communication network N means a communication path capable of data communication. That is, the communication network N includes, in addition to a dedicated line (dedicated cable) for direct connection or a LAN (Local Area Network) such as Ethernet (registered trademark), a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method may be wired / wireless.
[0105] The server system 1000 is a computer system having a main body device 1010, a keyboard 1002, a display 1004, and a storage 1030, and having a control board 1020 mounted on the main body device 1010.
[0106] The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. Note that part or all of the control board 1020 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip). These arithmetic circuits can also be referred to as processors. And the server system 1000 realizes the game of the present embodiment by the control board 1020 performing arithmetic processing based on a predetermined program and data. For example, it realizes a player management function related to player registration and a game management function for managing the execution control of the game on the player terminal 1200. That is, the game provided by the game system 1 is realized as a kind of client-server type online game.
[0107] Note that the server system 1000 is not limited to the single configuration shown in FIG. 16, and may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate with each other via an internal bus. Alternatively, it may be configured such that a plurality of independent servers installed at separate locations communicate with each other via a communication line to function as the server system 1000 as a whole.
[0108] The player terminal 1200 is a computer system that a player individually uses for game play and is an electronic device that can access the server system 1000 via the communication network N. The player terminal 1200 of the present embodiment may be, as hardware, a device called a so-called smartphone, as well as a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, or the like. Also, it is not limited to the single device shown in FIG. 16, and a configuration in which a plurality of devices cooperate to function integrally may be used.
[0109] FIG. 17 is a diagram showing an example of the functional configuration of the server system 1000. According to FIG. 17, the server system 1000 includes an operation input unit 402, an image display unit 404, a sound output unit 406, a communication unit 408, a server processing unit 500, and a server storage unit 600.
[0110] The operation input unit 402 outputs an operation input signal to the server processing unit 500 in response to various operation inputs for the management of the server system 1000. The keyboard 1002 in FIG. 16 corresponds to this.
[0111] The server processing unit 500 is realized by, for example, a processor such as a CPU or GPU, and electronic components such as an ASIC and an IC memory, and performs input / output control of data with each functional unit including the operation input unit 402 and the server storage unit 600. Then, based on a predetermined program, data, an operation input signal from the operation input unit 402, received data from the player terminal 1200, etc., it executes various arithmetic processes to integrally control the operation of the server system 1000. The control board 1020 in FIG. 16 corresponds to this. Further, the server processing unit 500 has a player management unit 502, a game management unit 510, a timing unit 520, an image generation unit 524, a sound generation unit 526, and a communication control unit 528. Of course, other functions can also be appropriately included.
[0112] The player management unit 502 performs various processes related to the registration management of players. For example, it has functions such as assigning a unique player account to a registered player, registering and managing personal information for each player account, and managing game data. Of course, management functions for data associated with accounts other than these can also be appropriately included. The player management unit 502 manages data related to each player by generating a player management data 610 by assigning an account (player ID) unique to a player who has undergone the player registration procedure.
[0113] The game management unit 510 is a functional unit corresponding to the game arithmetic unit 210 that the user device 1500 has in the above-described embodiment, and performs various processes related to the execution management of the game provided to each online-connected user device 1500. Since the game provided by the game system 1 is a client-server type online game, the game management unit 510 performs control to provide data necessary for game play while communicating with the player terminal 1200. In the present embodiment, according to the server program 602, the game on the player terminal 1200 is controlled to proceed.
[0114] The timing unit 520 uses the system clock to perform timing of the current date and time and the like.
[0115] The image generation unit 524 generates images related to the system management of the server system 1000, images for display on the player terminal 1200, and the like. Then, an image signal related to system management is output to the image display unit 404. The image display unit 404 displays various images for system management based on the image signal input from the image generation unit 524. For example, it can be realized by an image display device such as a flat panel display or a projector. The display 1004 in FIG. 16 corresponds to this.
[0116] The sound generation unit 526 is realized by the execution of an IC or software that generates and decodes audio data, and generates or decodes audio data such as operation sounds and BGM related to the system management and game play of the server system 1000. Then, an audio signal related to system management is output to the audio output unit 406. The audio output unit 406 emits sound based on the audio signal. The main body device 1010 and the speakers (not shown) provided in the display 1004 in FIG. 16 correspond to this.
[0117] The communication control unit 528 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 408. The communication unit 408 is connected to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a jack of a wired communication cable, a control circuit, etc. The communication device 1023 in FIG. 16 corresponds to this.
[0118] The server storage unit 600 stores programs, various data, etc. for realizing various functions for enabling the server processing unit 500 to integrally control the server system 1000. Further, it is used as a work area of the server processing unit 500 and temporarily stores calculation results, etc. executed by the server processing unit 500 according to various programs. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, etc. The server storage unit 600 stores a server program 602, a distribution client program 604, player management data 610, game initial setting data 310 necessary for execution control of the game, and play data 620.
[0119] The server program 602 is a program for realizing the function of the game server of the online game of the present embodiment. The distribution client program 604 is the original of the client program 902 (see FIG. 18) downloaded to the player terminal 1200.
[0120] The play data 620 is data related to game play (including capture play) executed on the player terminal 1200.
[0121] FIG. 18 is a block diagram showing an example of the functional configuration of the player terminal 1200. According to FIG. 18, the player terminal 1200 includes an operation input unit 702, an image display unit 704, a sound output unit 706, a communication unit 708, a terminal processing unit 800, and a terminal storage unit 900. In the game system 1, the player terminal 1200 undertakes the function of the man-machine interface.
[0122] The operation input unit 702 outputs an operation input signal to the terminal processing unit 800 according to various operation inputs by the player. For example, it can be realized by a touch panel, a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyroscope, a CCD module, etc.
[0123] The terminal processing unit 800 is realized by, for example, microprocessors such as a CPU and a GPU, and electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 702 and the terminal storage unit 900. Then, based on a predetermined program, data, an operation signal from the operation input unit 702, received data from the server system 1000, etc., it executes various arithmetic processes to control the operation of the player terminal 1200. Further, the terminal processing unit 800 includes a terminal arithmetic unit 810, a timing unit 820, a sound generation unit 826, and a communication control unit 828.
[0124] The terminal arithmetic unit 810 has an operation signal transmission control unit 812 and a display control unit 814, and performs control to realize the function of the player terminal 1200 as a client device that communicates with the server system 1000.
[0125] The operation signal transmission control unit 812 executes processing for transmitting various data and requests to the server system 1000 according to the operation made on the operation input unit 702.
[0126] The display control unit 814 performs control for displaying a game screen, various operation screens, etc. based on various image data received from the server system 1000. Then, it generates an image signal for displaying those images and outputs it to the image display unit 704. The image display unit 704 displays various images based on the image signal input from the display control unit 814. For example, it can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.
[0127] The timing unit 820 performs timing of the current date and time, etc. using the system clock.
[0128] The sound generation unit 826 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing back an audio file, etc., generates sound signals such as sound effects, BGM, and various operation sounds related to the game, and outputs them to the sound output unit 706. The sound output unit 706 outputs sound effects, BGM, etc. based on the sound signals input from the sound generation unit 826.
[0129] The communication control unit 828 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 708. The communication unit 708 is connected to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc.
[0130] The terminal storage unit 900 stores a system program for enabling the terminal processing unit 800 to realize a given function, various data, etc. Also, it is used as a work area of the terminal processing unit 800 and temporarily stores calculation results obtained when the terminal processing unit 800 executes according to various programs, input data from the operation input unit 702, etc. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc. The terminal storage unit 900 stores the client program 902 and the operation input data 910. The operation input data 910 is operation data input from the operation input unit 702.
[0131] Although an example of the game system 1 is a client-server type system, the example of the game system 1 is not limited to this. For example, it is also possible to realize the game system with a computer system in which a plurality of player terminals 1200 are peer-to-peer connected. In this case, any one of the player terminals 1200 is made to assume the functions of the server system 1000 of the above-described embodiment. Or, it may be configured such that the functions of the game management unit 510 are shared and assumed by a plurality of player terminals 1200.
[0132] (Fourth Modification Example) The above-described game may also be a multiplayer game in which a plurality of players can participate. For example, the game provided by the game system 1 described in the third modification example may be an online multiplayer game. In that case, when a plurality of participating players succeed in the capture, the content of the capture result may be changed based on the combination of the target characters that are the targets of the capture.
[0133] FIG. 19 is a diagram showing an example of a game in which a plurality of players participate. In the example of this figure, two players 3a and 3b form a team and participate in the same capture play. On the game screen, the operation characters 10a and 10b of the players 3a and 3b respectively are shown facing two target characters 14a and 14b. And when each of the two players 3a and 3b succeeds in capturing the target character 14 (14a, 14b), similar to the first modification example described above, each of the players 3a and 3b is caused to acquire the capture result defined in the capture result setting table 326 corresponding to each of the target characters 14 captured by the player 3. And further, for example, according to the additional capture result setting table 350 shown in FIG. 13, each of the players 3a and 3b is caused to acquire an additional capture result based on the combination of the target characters 14a and 14b captured by each.
Explanation of symbols
[0134] 1500…User device 200…Processing unit 210…Game arithmetic unit 212…Capture play progress control unit 214…Presentation unit 216…Result content change unit 218…Success / failure probability change unit 300…Storage unit 302…Game program 310…Game initial setting data 320…Target character setting data 324…Evaluation definition data 325… Success / Failure Probability Definition Data 326… Capture Result Setting Table 330… Play Data 10… Controllable Character 12… Health Gauge of Controllable Character 14… Target Character 16… Health Gauge of Target Character 18… Message 20… Success / Failure Probability Gauge 22… Topic
Claims
1. A program for controlling the progress of a game based on a play operation of a player that is operationally input using a user interface, wherein the game enables a capture play in which, by capturing a given target character, either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controlled character to change the appearance and / or settings of the controlled character, can be obtained as a capture result, the user interface includes a touch panel for detecting action operations and / or an acceleration sensor, a success / failure determination parameter value changing means for changing a success / failure determination parameter value related to the success or failure of the capture of the target character based on the continuous situation of the action operations, a capture play progress control means for controlling the progress of the capture play, including selecting the target character from among a plurality of target candidate characters based on the continuous situation and determining the success or failure of the capture of the target character using the success / failure determination parameter value, as a program for causing the computer system to function.
2. A computer system for controlling the progress of a game based on a play operation of a player that is operationally input using a user interface, wherein the game enables a capture play in which, by capturing a given target character, either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controlled character to change the appearance and / or settings of the controlled character, can be obtained as a capture result, the user interface includes a touch panel for detecting action operations and / or an acceleration sensor, a success / failure determination parameter value changing means for changing a success / failure determination parameter value related to the success or failure of the capture of the target character based on the continuous situation of the action operations, Selecting the target character from among a plurality of target candidate characters based on the continuous situation, and determining whether or not the capture of the target character is successful using the success / failure determination parameter value, and capture play progress control means for controlling the progress of the capture play including the above, A computer system comprising the above.
Citation Information
Patent Citations
Server device, method, and program
JP2015058359A
Program and game device
JP2019177075A