Program, Control Method, and Information Processing Apparatus
By associating game medium identification information with cooperation skills and activating effects based on scenario-dependent timing, the system addresses the lack of engagement in existing social games, enhancing player interest and game dynamics.
Patent Information
- Application Number
- JP2023216479
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-22
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2037-06-30
AI Technical Summary
The existing systems for activating cooperation skills in social games are not scenario or game situation-dependent, leading to a lack of engagement and interest in the game.
A program and control method that store game medium identification information associated with cooperation skills, allowing the activation of cooperation effects when specific game media are included in the deck and activation timing is met, even if the second game medium is not directly operated by the user.
This approach enhances the game's interest by integrating cooperation skills with the game scenario, providing a more dynamic and engaging experience for players.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a control method, and an information processing device. [Background technology]
[0002] In recent years, so-called social games that allow multiple players (users) to communicate with each other have become known as games provided to mobile terminals via communication networks. Some social games allow users to perform quests using decks (teams) made up of characters selected by the user, or to fight against other users or non-player characters (NPCs).
[0003] Choosing which characters to select and build a deck for can be an important game strategy for users. For example, Patent Document 1 discloses that when a deck contains a combination of certain characters, a "cooperation skill" is performed that is different from the attacks of each individual character. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-202418 A Summary of the Invention [Problem to be solved by the invention]
[0005] The condition for activating the cooperation skill described in Patent Document 1 is that a deck contains a combination of predetermined characters. In other words, the timing of activating the cooperation skill described in Patent Document 1 is unrelated to the scenario (story) or game situation in the game. Therefore, there is room for further improvement of the cooperation skill in order to further increase the interest of the game.
[0006] An object of the present disclosure made in view of such circumstances is to provide a program, a control method, and an information processing apparatus that can improve the interest of a game.
Means for Solving the Problems
[0007] A program according to an embodiment causes an information processing apparatus that executes processing of a game including game content in which battles are performed using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium, to store in a storage unit, in association with a cooperation skill ID that identifies each of a plurality of cooperation skills, game medium identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperation skills, and an activation timing defined for each of the plurality of cooperation skills; causes the information processing apparatus to advance the game content while making the first game medium among the plurality of game media an operation target of a user and not making the second game medium an operation target of the user; and when the activation timing defined for a first cooperation skill activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperation skills is satisfied and all of the game media constituting the plurality of target game media associated with the cooperation skill ID that identifies the first cooperation skill are included in the deck, causes the information processing apparatus to execute processing of a cooperation effect generated by activation of the first cooperation skill.
[0008] A control method according to an embodiment is a control method for an information processing apparatus that executes processing of a game including game content in which combat is performed using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium. The method includes: storing, in a storage unit, game medium identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperative skills, in association with a cooperative skill ID that identifies each of the plurality of cooperative skills, and activation timings defined for each of the plurality of cooperative skills; advancing the game content while making the first game medium among the plurality of game media the target of a user's operation and not making the second game medium the target of the user's operation; and when the activation timing defined for a first cooperative skill activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperative skills is satisfied and all of the game media constituting the plurality of target game media associated with the cooperative skill ID that identifies the first cooperative skill are included in the deck, performing processing of a cooperative effect generated by activation of the first cooperative skill.
[0009] An information processing apparatus according to an embodiment is an information processing apparatus that executes processing of a game including game content in which battles are performed using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium, and includes a control unit. The control unit stores, in a storage unit, game medium identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperation skills, in association with a cooperation skill ID that identifies each of the plurality of cooperation skills, and activation timing defined for each of the plurality of cooperation skills. While making the first game medium among the plurality of game media the target of the user's operation, the game content is advanced without making the second game medium the target of the user's operation. When the activation timing defined for a first cooperation skill activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperation skills is satisfied, and all of the game media constituting the plurality of target game media associated with the cooperation skill ID that identifies the first cooperation skill are included in the deck, the process of the cooperation effect generated by the activation of the first cooperation skill is performed.
Effect of the Invention
[0010] According to the present disclosure, it is possible to provide a program, a control method, and an information processing apparatus that can improve the interestingness of a game.
Brief Description of the Drawings
[0011]
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Embodiments for Carrying Out the Invention
[0012] (Overview of the Game System) As shown in FIG. 1, the game system 10 includes a server device 11 and a plurality of terminal devices 12. In FIG. 1, for simplicity, three terminal devices 12 are illustrated, but the number of terminal devices 12 may be one or more.
[0013] The server device 11 is, for example, an information processing device managed by a game operator. The terminal device 12 is, for example, an information processing device used by a user, such as a mobile phone, smartphone, tablet terminal, PC (Personal Computer), or game device. The server device 11 and the terminal device 12 are communicably connected via a network 16 such as the Internet. For example, the server device 11 and the terminal device 12 cooperate to execute various processes related to the game.
[0014] (Overview of the Game) The game executed by the game system 10 includes various game contents. At least some of the various game contents may be executed using a game medium.
[0015] A game medium is electronic data used in a game and includes any medium such as cards, items, virtual currency, tickets, characters, and avatars. Also, the game medium is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by a user within the game. The usage modes of the game medium are not limited to those specified in this specification.
[0016] Hereinafter, unless otherwise specified, "the game medium owned by the user" refers to the game medium associated with the user ID that can uniquely identify the user as the owned game medium. Also, "granting a game medium to a user" means associating the game medium with the user ID as the owned game medium. Also, "selling the game medium owned by the user" means canceling the association between the user ID and the owned game medium and associating another game medium (e.g., virtual currency or item) with the user ID as the owned game medium.
[0017] Game content is content that can be played by a user within the game and includes, for example, quests, missions, mini-games, cultivation, enhancement, and synthesis of game media, game medium acquisition events, exploration events in virtual spaces, and battle events with opponents (e.g., other users, enemy characters, and enemy buildings). For example, when it is determined that one or more predetermined conditions (game tasks) set for each game content are successfully achieved, a game medium or the like may be granted to the user as a reward. As the game task, any task according to the content of the game content can be adopted, such as a task of winning a battle against an enemy character and a task of reaching a goal point within the virtual space. Also, achieving a specific task (clear task) among one or more game tasks set for the game content is also referred to as clearing the game content. When the user playing the game content succeeds in achieving the clear task, it is determined that the game content is cleared, and the game content may end.
[0018] Diverse game contents may include game contents for single play and game contents for multiplayer play. Game contents for single play are game contents (e.g., game contents for one person) that are executed based on user operations on one terminal device 12 used by one user. One terminal device 12 executes the game contents for single play alone or in cooperation with the server device 11. On the other hand, game contents for multiplayer play are game contents common to two or more users (e.g., game contents for multiple players) that are executed based on user operations on two or more terminal devices 12 used by two or more users respectively. The game contents common to two or more users may include, for example, game contents in which at least a part of the progress processing and processing results of the game contents are commonly applied to the two or more users. Two or more terminal devices 12 execute the game contents for multiplayer play in cooperation or in cooperation with the server device 11 and two or more terminal devices 12.
[0019] In this embodiment, the game includes game contents in which the user operates a game medium to conduct battles. Hereinafter, the game contents will also be referred to as battle contents. The game medium used for the battle contents will be described, for example, as including a character owned by the user in the game, but is not limited thereto. Also, the battle opponent will be described, for example, as including enemy characters such as NPCs, but is not limited thereto. For example, in the game contents for multiplayer play, the game medium operated by another user may be designated as the battle opponent.
[0020] For example, in one of the battle contents of the game in this embodiment, a user selects a predetermined number of characters from the characters owned by the user. Here, the user can improve the battle ability of the deck by selecting a helper character (also simply called a "helper") and adding it to the deck. The helper character is a character associated with a game medium (such as a card) owned by another user, or a character prepared by a game program. Then, the user battles an enemy character using some or all of the characters in the deck. Here, assembling a deck means creating a party (team or group) for battle by selecting characters from the characters owned by the user and the helper characters.
[0021] (Configuration of Server Device) The server device 11 includes a server communication unit 13, a server storage unit 14, and a server control unit 15.
[0022] The server communication unit 13 includes an interface for communicating with an external device wirelessly or wiredly and transmitting and receiving information. The server communication unit 13 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 13 can transmit and receive information to and from the terminal device 12 via the network 16.
[0023] The server storage unit 14 includes, for example, a primary storage device and a secondary storage device. For example, the server storage unit 14 may include a semiconductor memory, a magnetic memory, or an optical memory. The server storage unit 14 stores various information and programs necessary for providing and controlling the game. At least a part of the information and programs stored in the server storage unit 14 may be shared and synchronized with the terminal device 12. For example, the server storage unit 14 stores information about one or more users.
[0024] In addition, the server storage unit 14 may store information about enemy characters. The enemy characters are used as opponents of the characters used by the user in the battle. The information about the enemy characters includes any information unique to the enemy characters. For example, the information about the enemy characters may include an ID (identifier) that uniquely identifies the enemy characters, a level, an attribute, HP (Hit Points), MP (Magic Points), AT (Attack Power), DF (Defense Power), and the like.
[0025] The server control unit 15 includes at least one of one or more general-purpose processors that realize specific functions by loading specific programs and one or more dedicated processors specialized for specific processing. The server control unit 15 controls the operation of the entire server device 11.
[0026] The server control unit 15 stores various information and programs necessary for game processing in the server storage unit 14. The information necessary for game processing may include the above-described information about the user and the information about the enemy characters, as well as information necessary for executing the battle.
[0027] The server control unit 15 transmits and receives information via the server communication unit 13. For example, the server control unit 15 may transmit at least a part of the information stored in the server storage unit 14 to the terminal device 12. In this way, the information stored in the server storage unit 14 and the information stored in the terminal device 12 are shared and synchronized. The timing for sharing and synchronizing information may include, for example, the timing when new information is stored in the server storage unit 14 and the timing when the information stored in the server storage unit 14 is updated, but may be arbitrarily determined.
[0028] The server control unit 15 executes game processing in cooperation with the terminal device 12. The game processing may include, for example, a process of acquiring a game medium by the user advancing the game scenario. The game medium may be a card or a character associated with the card. Further, the game processing may include a process of exchanging, selling, synthesizing, etc. the acquired card. Further, the game processing may include a process of forming a deck with the character associated with the card and fighting against an enemy character.
[0029] (Configuration of the terminal device) As shown in FIG. 1, the terminal device 12 includes a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21.
[0030] The terminal communication unit 17 includes an interface for communicating with an external device wirelessly or wiredly and transmitting and receiving information. The terminal communication unit 17 may include, for example, a wireless communication module corresponding to a mobile communication standard such as LTE (Long Term Evolution) (registered trademark), a wireless LAN communication module, or a wired LAN communication module. The terminal communication unit 17 can transmit and receive information to and from the server device 11 via the network 16.
[0031] The terminal storage unit 18 includes, for example, a primary storage device and a secondary storage device. For example, the terminal storage unit 18 may include a semiconductor memory, a magnetic memory, or an optical memory. The terminal storage unit 18 stores various information and programs necessary for game processing. For example, the terminal storage unit 18 may store part or all of the information about the user described above. Part or all of this information is transmitted and received to and from the server device 11 by, for example, the terminal control unit 21.
[0032] The display unit 19 includes a display device such as a liquid crystal display or an organic EL display. The display unit 19 can display various screens.
[0033] The input unit 20 includes an input interface such as a touch panel provided integrally with the display unit 19, for example. The input unit 20 can receive user input to the terminal device 12. The input unit 20 may also include physical keys, or may further include any input interface such as a pointing device like a mouse.
[0034] The terminal control unit 21 includes at least one of one or more general-purpose processors that realize specific functions by loading specific programs, and one or more dedicated processors specialized for specific processing. The terminal control unit 21 controls the operation of the entire terminal device 12.
[0035] The terminal control unit 21 transmits and receives information via the terminal communication unit 17. For example, the terminal control unit 21 transmits and receives information necessary for game processing to and from the server device 11. For example, the terminal control unit 21 stores the information received from the server device 11 in the terminal storage unit 18.
[0036] The terminal control unit 21 starts a game application according to a user's operation. The terminal control unit 21 cooperates with the server device 11 to execute game processing. For example, the terminal control unit 21 causes various screens to be displayed on the display unit 19. For example, a GUI (Graphic User Interface) may be displayed on the screen. The terminal control unit 21 can detect user operations on the screen.
[0037] (Information stored in the storage unit) FIG. 2 shows information 110 about users including at least three users. The information 110 about users is stored in the server storage unit 14, for example, and is shared and synchronized with the terminal device 12. The information 110 about users includes various information unique to the users. In the present embodiment, the information 110 about users includes a user ID and information 111 of the cards owned (see FIG. 3). That is, the information 110 about users associates each of a plurality of users with the information 111 of the cards owned.
[0038] The user ID is information that can uniquely identify a user as described above.
[0039] The information 111 of the owned cards includes various information unique to the cards owned by the user in the game. When a card is acquired by the user, the acquired card is associated with the user. In this embodiment, the card is a character card. Therefore, the information 111 of the owned cards includes information regarding the type and characteristics of the character associated with the card. Here, the card is not limited to a character card.
[0040] FIG. 3 is a diagram illustrating details of the information 111 of the owned cards. FIG. 3 shows the information 111 of the cards owned by one user. The information 111 of the owned cards includes data regarding a card ID, a character ID, a level, a rarity, an attribute, parameters, and a single-skill ID. The information 111 of the owned cards is not limited to including all of these data. Also, the information 111 of the owned cards may further include other data.
[0041] The card ID is an ID that uniquely identifies the cards owned by the user. In the example of FIG. 3, non-duplicate numbers are used as the card ID. Hereinafter, the card with a card ID of 1 is denoted as card 1.
[0042] The character ID is an ID that uniquely identifies the characters in the game. In this embodiment, since the card is a character card, one character ID is associated with one card ID. In the example of FIG. 3, non-duplicate English letters are used as the character ID. Hereinafter, the character with a character ID of A is denoted as character A. Here, a plurality of cards may correspond to one character. In the example of FIG. 3, both card 1 and card 20 are cards of character A.
[0043] Level is information indicating the growth level of a character. For example, the larger the value of the level, the higher the growth level of the character. The value of the level affects, for example, the value of a parameter. In the example of FIG. 3, the level of character C is 10. The value of the level increases as the user grows the character.
[0044] Rarity is information indicating the degree of rarity of a card. For example, the larger the value of the rarity, the higher the degree of rarity of the card. The rarity may be fixed. Also, the rarity has an initial value determined according to the card and may change according to the user's gameplay. The rarity affects, for example, the maximum value of a parameter. In the example of FIG. 3, numbers are used for rarity. For example, both Card 1 and Card 20 are cards of character A. However, Card 20 with a rarity of 4 is rarer than Card 1 with a rarity of 2. Here, as another example, the rarity may be determined according to the character.
[0045] Attribute is a characteristic related to battles and the like that a character has, and is information indicating the superiority-inferiority relationship between characters. In the example of FIG. 3, types of attributes such as fire, water, wind, and light are used. For example, a character with the fire attribute may be strong against attacks from a character with the wind attribute and weak against attacks from a character with the water attribute.
[0046] Parameter is information indicating the strength of a character referenced in battles and the like within the game. In the present embodiment, each character has parameters of HP (Hit Points), MP (Magic Points), AT (Attack Power), and DF (Defense Power). Here, the parameters are not limited to HP, MP, AT, and DF. The parameters may further include parameters related to game actions such as speed. Also, the parameters may not include some of HP, MP, AT, and DF.
[0047] HP is information indicating the hit points of a character. In Figure 3, the maximum value of HP is shown. For example, when a character is damaged by an enemy character's attack action, HP decreases by the amount of damage. Also, for example, through a character's recovery action, HP increases by the amount of recovery. Also, as long as HP is not zero, the character is in a combatable state and can, for example, attack an enemy character. However, when HP decreases to zero, the character becomes unable to fight. The larger the character's HP, the more advantageous it is for clearing the game content.
[0048] MP is information indicating the magic points of a character. In Figure 3, the maximum value of MP is shown. For example, when a character activates a special attack (hereinafter referred to as a single-target skill) that is different from a normal attack performed alone, MP decreases by a value corresponding to the single-target skill. Also, for example, through a character's recovery action, MP increases by the amount of recovery. The larger the character's MP, the more advantageous it is for clearing the game content.
[0049] AT is information indicating the attack power of a character. AT affects, for example, the amount of damage inflicted on an opponent by a character's attack. The larger the value of AT, the larger the amount of damage inflicted on the opponent. Therefore, the larger the character's AT, the more advantageous it is for clearing the game content.
[0050] DF is information indicating the defense power of a character. DF affects, for example, the amount of damage a character receives from an opponent's attack. The larger the value of DF, the smaller the amount of damage received from the opponent. Therefore, the larger the character's DF, the more advantageous it is for clearing the game content.
[0051] Here, the values of HP, MP, AT, and DF of each character in Figure 3 are examples. HP, MP, AT, and DF are independent parameters and can each be set independently.
[0052] The single skill ID is an ID that uniquely identifies the single skill possessed by the character of the card. The single skill is set for each card. Here, the single skill does not have to be set for all cards. That is, there may be a card without a single skill. In the present embodiment, the character displayed in the field area 191 (see FIG. 6) and targeted by the user's operation can activate the single skill according to the user's instruction. As described above, MP decreases when the single skill is activated. If the value of MP is insufficient, the character cannot activate the single skill. Hereinafter, the single skill with the single skill ID of S1 is denoted as the single skill S1. For example, the single skill S1 may be an attack in which character A gives medium damage of the fire attribute to all enemy characters. Also, for example, the single skill S20 may be an attack in which character A gives extremely large damage of the wind attribute to all enemy characters. Here, as another example, the single skill may be automatically activated without a user's instruction.
[0053] FIG. 4 is a diagram illustrating the cooperation skill information 112. Here, the cooperation skill is a skill different from the single skill, and is a skill that is probabilistically activated at a predetermined timing when a plurality of predetermined characters are included in the deck. In the present embodiment, the cooperation skill information 112 is not associated with a single user, but is commonly applied to the users participating in the game. The cooperation skill information 112 is stored in the server storage unit 14 and shared and synchronized with the terminal device 12.
[0054] As shown in FIG. 4, in the present embodiment, the cooperation skill information 112 includes data regarding the cooperation skill ID, the cooperation skill name, the target character, the activation timing, the activation probability, the activation upper limit number of times, and the effect. The cooperation skill information 112 is not limited to including all of these data. Also, the cooperation skill information 112 may further include other data.
[0055] The linked skill ID is an ID that uniquely identifies a linked skill. In the example of FIG. 4, non-duplicate characters are used as the linked skill ID. Hereinafter, the linked skill with the linked skill ID of CS1 is denoted as linked skill CS1.
[0056] The linked skill name is the name of the linked skill. The linked skill name is, for example, displayed on the display unit 19 when the linked skill is activated. In the present embodiment, the linked skill names do not duplicate each other. Therefore, each of the linked skill names corresponds to a unique linked skill ID. Here, as another example, a plurality of linked skill IDs may correspond to one linked skill name.
[0057] The target characters indicate a plurality of characters that can activate the linked skill. In the example of FIG. 4, the target characters are indicated using character IDs (see FIG. 3). In order for the linked skill to be activated, at least the deck needs to include a combination of a plurality of predetermined characters. Specifically, a part of the target characters is displayed in the field area 191 (see FIG. 6) as the operation target of the user, and it is necessary that all the other target characters are assembled in the deck. For example, for the activation of linked skill CS3, one of character C and character D needs to be displayed in the field area 191 (see FIG. 6) as the operation target of the user, and the other needs to be assembled in the deck. Here, the target characters are not limited to two characters as long as there are a plurality of them. For example, for the linked skill CS2 in FIG. 4, the target characters are three characters.
[0058] The activation timing indicates the timing when the linked skill is activated. In the example of FIG. 4, the activation timing is indicated using the game situation ID (see FIG. 5) described later. Each of the linked skills has a determined activation timing. For example, linked skill CS2 can be activated when the game reaches a certain situation (the situation with the game situation ID of C1). Also, for example, linked skill CS1 can be activated when the game reaches any of three situations (the situations with the game situation IDs of C1, C2, or C4).
[0059] The activation probability indicates the probability of the linked skill being activated. Each of the linked skills is activated according to the set activation probability. For example, the linked skill CS1 is activated with a 50% probability when other activation conditions are met. Also, for example, the linked skill CS20 is activated with a 70% probability when other activation conditions are met. For example, the terminal control unit 21 may store in the terminal storage unit 18 the ratio of the number of times the linked skill has been activated in the past. Then, for example, when other activation conditions are met, the terminal control unit 21 may read out the ratio of the number of times it has been activated in the past and determine whether to activate the linked skill. When making the determination, the terminal control unit 21 may perform an operation using a random number. Also, the ratio of the number of times the linked skill stored in the terminal storage unit 18 has been activated in the past may be shared with the server device 11.
[0060] The upper limit of activation times indicates the upper limit of the number of times the linked skill can be activated. In the present embodiment, the linked skill cannot be activated more than the upper limit of times. In the example of FIG. 4, the upper limit of activation times of the linked skill CS1 is 1 time. Also, for example, the upper limit of activation times of the linked skill CS3 is 2 times. For example, the terminal control unit 21 may acquire the number of activation times of the linked skill stored in the terminal storage unit 18 or the like and determine whether it exceeds the upper limit of activation times. The number of activation times of the linked skill stored in the terminal storage unit 18 may be reset (set to 0 times), for example, when the game content in which the linked skill can be activated ends. Also, the number of activation times of the linked skill stored in the terminal storage unit 18 may be shared with the server device 11.
[0061] The effect is the in-game effect when the linked skill is activated. The effect may be, for example, that the parameters of the character targeted by the user's operation are changed. As a specific example of such an effect, the recovery of the character's HP can be cited. The amount of HP recovery may be a fixed value or a value determined by a predetermined ratio to the maximum value. Also, the effect is not limited to one matter. For example, the effect may be to recover the HP of the character targeted by the user's operation and for other characters to fight the enemy characters together. Also, as another specific example of the effect, the value of AT or DF of the character targeted by the user's operation may increase. Here, the value of AT or DF may increase only for a certain period of time (for example, 10 seconds). Also, the target on which the effect occurs may be an enemy character. For example, the effect may be to decrease parameters such as the HP of the enemy character. Also, the target on which the effect occurs may be the game field. For example, the effect may be that an obstacle that prevents the attack of the enemy character occurs. Also, for example, the effect may be that the terrain changes so that it is easier to flank the enemy.
[0062] Here, among the items shown in FIG. 4, the target character, the activation timing, the activation probability, and the activation upper limit number are related to the activation conditions of the linked skill. In the present embodiment, the linked skill is activated according to the activation probability when the conditions regarding the target character, the activation timing, and the activation upper limit number are satisfied. For example, the linked skill CS1 is activated with a 50% probability if the number of activation times does not exceed one time of the activation upper limit number, characters A and B which are the target characters are included in the deck with one of them being the target of the user's operation, and a predetermined activation timing is satisfied.
[0063] FIG. 5 is a diagram illustrating information 113 regarding the game situation. As shown in FIG. 5, in the present embodiment, the information 113 regarding the game situation shows the correspondence between the game situation ID and the content (game situation). FIG. 5 shows an example in which at least five game situations are associated with the game situation IDs. The information 113 regarding the game situation is stored, for example, in the server storage unit 14 and shared and synchronized with the terminal device 12. Here, only a part of the five game situations in FIG. 5 may be associated with the game situation IDs. Further, another game situation may be associated with the game situation IDs.
[0064] Hereinafter, the game situation with the game situation ID of C1 is denoted as the game situation C1. The game situation C1 corresponds to the character to be operated by the user being in an incapacitated state in battle (HP is zero). The game situation C2 corresponds to the character to be operated by the user achieving 6 combos (6 consecutive attacks). The game situation C3 corresponds to the character to be operated by the user activating a single-target skill. The game situation C4 corresponds to the character to be operated by the user executing a counterattack on an enemy character. The game situation C5 corresponds to the team attack button 32 (see FIG. 6) being tapped by the user and a team attack being executed.
[0065] For example, the cooperative skill CS1 (see FIG. 4) has the activation timing set to the game situation C1, C2, or C4. The cooperative skill CS1 can be activated when the character to be operated by the user is in an incapacitated state in battle, achieves 6 combos, or executes a counterattack on an enemy character. Also, for example, the cooperative skill CS3 (see FIG. 4) has the activation timing set to the game situation C3, C4, or C5. The cooperative skill CS3 can be activated when the character to be operated by the user activates a single-target skill, executes a counterattack on an enemy character, or a team attack is executed.
[0066] (Example of screen display) FIG. 6 is a diagram illustrating a screen of game content in which battles are conducted using a plurality of characters on a deck. The screen of the game content is displayed on the display unit 19 of the terminal device 12 operated by the user. This game content is for battling against enemy characters and is incorporated, for example, into the scenario of the game. As another example, this game content may be a time-limited event prepared separately from the scenario of the game.
[0067] As shown in FIG. 6, the screen of this game content is composed of a field area 191 and an area other than the field 192. The field area 191 is an area for displaying a virtual game space. For example, the enemy character 30 and the character A that is the operation target of the user are displayed in the field area 191.
[0068] Also, the area 192 other than the field is an area for displaying images related to the operations of the user. For example, the gauge 31 for team attack, the team attack button 32, and the icons 41 of the characters of the cards constituting the deck are displayed in the area 192 other than the field. The icon 41 is an example of an image associated with a plurality of game media (characters constituting the deck). Here, the deck includes cards other than those owned by the user. Here, the icon 41a among the icons 41 is an image associated with a helper character. In the example of FIG. 6, the icon 41a among the icons 41 has a different background color from the others. Therefore, the user can easily determine that the character E is a helper character.
[0069] In the example of FIG. 6, the user is executing game content in which battles are conducted using the characters on the deck. The user operates character A displayed in the field area 191 to advance the game (i.e., engage in battle with enemy character 30). The user can switch the target character to be operated in the field area 191 by tapping the icon 41. On the icon 41 of a character capable of activating a single-target skill, a tab portion marked "READY" is displayed. The user can activate the single-target skill by sliding the tab portion upward (the direction toward the field area 191). The MP of the character that has activated the single-target skill is consumed. However, the helper character can activate the single-target skill only once during the battle without consuming MP. When all four characters A to D except the helper character are in a non-combat state, the game content ends.
[0070] Here, in this game content, the number of operable characters displayed in the field area 191 is restricted (one in this embodiment). For example, on a screen with a limited area such as a mobile terminal, when a large number of characters exist on the field, they may be in the shadow of a finger or a stylus, making it difficult for the user to identify the character to be operated. Also, it is difficult for the user to perform game operations. Therefore, except for special cases such as cooperative skills and team attacks, the display of characters that are not the operation target in the field area 191 is restricted. Also, the operable character can be switched by the user. In this way, by restricting the number of operable characters displayed in the field area 191 and making the operable characters switchable, visibility and operability are improved. Also, as will be described later, when the cooperative skill is executed, the user can automatically and indirectly operate the characters that are not the operation target. That is, the user can avoid the reduction in the opportunity to operate some of the characters constituting the deck. Also, when the cooperative skill is activated, it becomes possible to operate various characters without impairing the operability of the user even in a user interface where complex input operations such as a touch panel are difficult.
[0071] Also, in the example of FIG. 6, the value of the team attack gauge 31 increases when attacking the enemy character 30. When the value of the gauge 31 reaches a predetermined value (for example, when the gauge 31 is full), the user can cause four characters A to D excluding the helper character to be displayed in the field area 191 and fight the enemy character 30 by tapping the team attack button 32. At this time, the user operates only one character to be operated (for example, character A). The other characters (for example, characters B to D) are automatically operated by the game program. When the team attack is activated, the team attack gauge 31 becomes zero. Here, the team attack gauge 31 may increase when a predetermined condition is satisfied. That is, the predetermined condition is not limited to attacking the enemy character 30. For example, the team attack gauge 31 may increase when the character to be operated is attacked as a predetermined condition. Also, for example, when the user obtains or uses a predetermined item during the game, the team attack gauge 31 may increase.
[0072] (Example execution screen of the cooperative skill) Here, in the present embodiment, when conditions regarding the target character, the activation timing, and the upper limit number of activations are satisfied, the cooperative skill is probabilistically activated. For example, during the execution of the game content, character A may become in a non-combatable state (see FIG. 8). In such a case, a determination is made as to whether or not to activate a cooperative skill including character A as the target character. In the present embodiment, the server device 11 or the terminal device 12 performs processing regarding the cooperative skill as described below. Here, the terminal device 12 and the server device 11 may cooperate to perform processing regarding the cooperative skill. In the embodiment described with reference to FIGS. 7 to 10 below, the case where the terminal device 12 performs processing regarding the cooperative skill will be described as an example.
[0073] The terminal device 12 detects that character A has become in a non-combatable state. Here, the terminal device 12 shares and synchronizes the information 112 of the cooperative skill and the information 113 regarding the game situation with the server device 11. The terminal device 12 extracts candidates that can be activated as cooperative skills, for example, based on the information 112 of the cooperative skill and the information 113 regarding the game situation.
[0074] FIG. 7 is a diagram for explaining the process in which the terminal device 12 extracts candidates for cooperative skills. The terminal device 12 includes character A as the target character and extracts cooperative skills whose activation timing is in the non-combatable state (C1). Further, the terminal device 12 extracts on the condition that all of the target characters are included in the deck. In this example, as shown in FIG. 6, the deck is composed of characters A to E. Then, the terminal device 12 extracts the cooperative skills CS1, CS2, and CS20. The terminal device 12 sets a priority order ((1) to (3) in the example of FIG. 7) for the extracted candidates for cooperative skills. Here, in the present embodiment, the priority order is set in the order of the cooperative skill IDs.
[0075] The terminal device 12 determines whether to activate the cooperative skill according to the priority order. The terminal device 12 executes calculations using the information of a 50% activation probability and the past activation situation of the cooperative skill CS1, etc. In the example of FIG. 7, the terminal device 12 determines not to activate the cooperative skill CS1 and moves on to the determination of the next cooperative skill CS2. Then, the terminal device 12 executes calculations using the information of a 20% activation probability and the past activation situation of the cooperative skill CS2, etc. In the example of FIG. 7, the terminal device 12 determines to activate the cooperative skill CS2 and does not perform subsequent determinations (for example, the determination of the cooperative skill CS20). Here, in this example, the number of activation times of each cooperative skill is less than the upper limit of activation times. However, if there is a cooperative skill that has reached the upper limit of activation times, the terminal device 12 determines not to activate that cooperative skill. Then, the terminal device 12 moves on to the determination of the cooperative skill having the next priority order. For example, if the cooperative skill CS2 has reached the upper limit of activation times, the terminal device 12 determines not to activate the cooperative skill CS2 and moves on to the determination of the next cooperative skill CS20.
[0076] FIG. 8 is a diagram illustrating a screen when it is determined that character A, which is the target of the user's operation, is in an incapacitated state and the terminal device 12 activates the cooperative skill CS2. The elements shown in FIG. 8 are the same as those in FIG. 7. Therefore, the same explanations as in FIG. 7 will be appropriately simplified or omitted.
[0077] In the example of FIG. 8, character A shown in the field area 191 has fallen. Also, character A of the icon 41 is displayed in black. Therefore, the user can understand that character A is in an incapacitated state. The terminal device 12, which has determined to activate the cooperative skill CS2, executes an effect process of displaying characters A to C (the target characters of the cooperative skill CS2) among the icons 41 in a manner different from the icons 41 of the other characters D and E. In the example of FIG. 8, a special figure (overlapping squares) is displayed only on the icons 41 of characters A to C. The special figure may blink or change color.
[0078] FIG. 9 is a diagram illustrating a screen when the terminal device 12 activates the cooperative skill CS2. The screen of FIG. 9 is displayed following the screen of FIG. 8. The elements shown in FIG. 9 are the same as those in FIGS. 7 and 8. Therefore, the same explanations as in FIGS. 7 and 8 will be appropriately simplified or omitted.
[0079] The terminal device 12 changes the HP of character A (restores it from zero), and further performs an effect process in which characters B and C fight the enemy character 30 together with character A. In the example of FIG. 9, character A, which has recovered and is in a combatable state, is displayed in the field area 191. Also, characters B and C are displayed in the field area 191. The terminal device 12 automatically (without requiring the user's instruction) executes the process of FIG. 9 following FIG. 8. In the example of FIG. 9, when character A is in an incapacitated state, a cooperative skill is executed in which characters B and C restore character A and then fight together. Therefore, an effect process suitable for the game situation is performed by the cooperative skill.
[0080] (Flowchart) FIG. 10 is a flowchart showing a control method for a cooperation skill executed by the terminal device 12. A user may execute game content for performing a battle by configuring a deck with game media. This flowchart shows the processing of the terminal device 12 in such game content. Here, the game media in the following description of the flowchart is specifically a card or a character associated with the card.
[0081] First, the terminal device 12 stores, in association with the user, a plurality of game media selected by the user of the game (step S1). As a specific example, the plurality of game media are characters selected by the user to configure a deck. For example, the terminal device 12 reads out information 110 regarding the user and information 111 of the cards owned from the terminal storage unit 18. The terminal device 12 extracts the card ID or character ID of the character constituting the deck from the card information 111. The terminal device 12 may store the extracted card ID or character ID in the terminal storage unit 18 as deck information in association with the user ID obtained from the information 110 regarding the user. Further, the deck information may be shared and synchronized with the server device 11.
[0082] The terminal device 12 causes a part of the plurality of game media to be displayed on the field to advance the game (step S2). Here, some of the game media are, for example, characters that are the operation targets of the user. Some of the game media are not limited to one character and may be, for example, a plurality of characters.
[0083] The terminal device 12 determines whether the first game medium included in some game media satisfies a predetermined condition (step S3). In the example of FIG. 6 above, some game media and the first game media are character A. Also, the predetermined condition is a condition related to the first game medium among the activation conditions of the linked skill. In the example of FIG. 6, the predetermined condition is that character A is included in the target characters of the linked skill and the activation timing is satisfied by character A (see FIGS. 4 and 5). Here, in the example of FIG. 6, there is one first game medium. However, there may be a plurality of first game media.
[0084] When the first game medium satisfies the predetermined condition, the terminal device 12 proceeds to the process of step S4 (Yes in step S3). Also, when the first game medium does not satisfy the predetermined condition, the terminal device 12 returns to the process of step S2 (No in step S3).
[0085] The terminal device 12 determines whether the second game medium is included in a plurality of game media (for example, characters constituting a deck) (step S4). Unlike the first game medium, the second game medium is not included in some game media (for example, the character that is the target of the user's operation). Also, the second game medium has a predetermined relationship with the first game medium. Specifically, the predetermined relationship is that both are target characters of the linked skill. Here, there may be one second game medium, or there may be a plurality. In the example of FIG. 9, two characters B and C are the second game medium.
[0086] When the second game medium is included in a plurality of game media, the terminal device 12 proceeds to the process of step S5 (Yes in step S4). Also, when the second game medium is not included in a plurality of game media, the terminal device 12 returns to the process of step S2 (No in step S4).
[0087] The terminal device 12 extracts candidates that can be activated as cooperation skills (see, for example, FIG. 7). Then, the terminal device 12 sets priorities for the extracted cooperation skills. Then, the terminal device 12 activates the cooperation skills that have not reached the activation upper limit according to the priorities, in accordance with their activation probabilities. By activating the cooperation skills, the terminal device 12 performs a cooperation effect process including changing at least the parameters of the first game medium (step S5). For example, as shown in FIG. 9, the terminal device 12 restores the HP of character A as a cooperation effect to put character A in a battle-ready state.
[0088] Here, the cooperation effect includes at least a change in the parameters of the first game medium accompanying the activation of the cooperation skill, but further includes various changes and effects based on the activation of the cooperation skill. For example, assume that the effect associated with the cooperation skill CS3 is to fully restore the MP of the first game medium and reduce the HP of the enemy character 30 by half. The cooperation effect includes not only fully restoring the MP of the first game medium when the cooperation skill CS3 is activated, but also reducing the HP of the enemy character 30 by half. Further, the cooperation effect may include, as shown in FIG. 9, having both characters B and C fight against the enemy character. Further, the cooperation effect may include, as shown in FIG. 8, displaying a special figure on the icons 41 of characters A to C.
[0089] As described above, the information processing apparatus according to the present embodiment includes a storage unit (e.g., the terminal storage unit 18) that stores, in association with a user, a plurality of game media (e.g., characters) selected by the user of the game. Further, the information processing apparatus according to the present embodiment includes a control unit (e.g., the terminal control unit 21). The control unit causes a part of the plurality of game media to be displayed in the field area 191 to advance the game content. Then, the control unit determines whether a first game medium (e.g., character A) included in a part of the game media (e.g., the character that is the target of the user's operation) satisfies a predetermined condition. The control unit further determines whether a second game medium (e.g., characters B and C) that is in a predetermined relationship with the first game medium and is not included in a part of the game media is included in the plurality of game media. When the conditions regarding the first game medium and the second game medium are satisfied, the control unit performs a cooperation effect process including changing the parameters of the first game medium. The information processing apparatus according to the present embodiment can improve the interest of the game by a cooperation skill executed according to a scenario (story) or game situation in the game.
[0090] Although the present disclosure has been described based on the drawings and embodiments, it should be noted that those skilled in the art can easily make various modifications and corrections based on the present disclosure. Therefore, it should be noted that these modifications and corrections are included in the scope of the present disclosure. For example, the functions included in each means, each step, etc. can be rearranged so as not to be logically contradictory, and it is possible to combine or divide a plurality of means or steps into one.
[0091] (Modification examples, etc.) In the above-described embodiment, the cooperation skill was treated as an ability already possessed by the target character. However, the cooperation skill may be treated as an ability acquired as the target character grows. For example, when clearing a specific quest using a deck that includes all of the target characters of the cooperation skill, the target character may acquire the ability to activate the cooperation skill for the first time. Also, the cooperation skill may grow. Here, the growth of the cooperation skill means that the effect changes or an additional effect (for example, acquisition of an ability) occurs. For example, depending on the growth of the target character, the damage to enemy character 30 by the cooperation skill may increase. Also, a parameter (hereinafter referred to as "relevant parameter") for associating target characters with each other may be set. The relevant parameter may include, for example, the intimacy between target characters. Also, the relevant parameter may include a level (cooperation skill level) indicating the growth degree of the cooperation skill. The cooperation skill level may increase, for example, according to the number of times the cooperation skill is activated. Also, the cooperation skill level may increase according to the growth of the target character. Also, for example, by using a special item, the damage to enemy character 30 by the cooperation skill may increase.
[0092] In the process of extracting candidates that can be activated as the cooperation skill of the above-described embodiment, the priority order was set in the order of cooperation skill ID. Here, the priority order may correspond to, for example, the sorting order of the cooperation skill names, the order of high activation probability, the order of strength of the effect (for example, the order of large damage to enemy character 30, etc.), or the order of a large remaining number up to the activation upper limit number of times. Also, an adjustment may be executed to increase the priority order of the cooperation skill as the intimacy between the target characters of the cooperation skill increases. Also, the priority order may be determined by the parameters of the target character (for example, the total value of the levels, the total value of the AT, etc.).
[0093] Also, in the above-described embodiment, only one cooperative skill was activated. Therefore, when the terminal device 12 determined to activate one cooperative skill, it did not determine cooperative skills with a lower priority than that cooperative skill. However, even when the terminal device 12 determines to activate one cooperative skill, it may continue to determine cooperative skills with a lower priority than that cooperative skill. At this time, all of the candidate cooperative skills can be probabilistically activated. Also, an upper limit continuous activation number (for example, three) of the activated cooperative skills is set, and when the upper limit continuous activation number is not exceeded, the terminal device 12 may continue to determine cooperative skills with a lower priority. At this time, the candidate cooperative skills can be probabilistically activated up to the maximum upper limit continuous activation number. Also, all of the candidate cooperative skills may be activated. That is, the activation probability of all cooperative skills may be 100%. Also, when probabilistic activation is not performed, one or more cooperative skills with a higher priority among the candidate cooperative skills may be activated.
[0094] Also, in the above-described embodiment, the cooperative skills may include many types. As another cooperative skill, in the case of game situation C2 (the character operated by the user achieves 6 combos), a process of having all of the target characters fight against the enemy character 30 may be executed. Also, as another cooperative skill, in the case of game situation C3 (the character operated by the user activates a single-character skill), a process of having the remaining target characters also activate single-character skills may be executed. Also, as another cooperative skill, in the case of game situation C5 (execution of a team attack), a process of having all characters including the helper characters fight against the enemy character 30 may be executed. Here, the target characters are not limited to two or three as shown in FIG. 4, and may be four or five or more.
[0095] Also, the character to be operated on may be changeable during the execution of the cooperation skill. For example, assume that character A, which is the character to be operated on by the user, is displayed in the field area 191. When the cooperation skill CS1, which has character A as one of the target characters, is activated, character B is displayed in the field area 191. Here, when the user switches the operation target to character B, character A becomes an NPC and is displayed in the field area 191, and the cooperation skill CS1 continues. Then, when the cooperation skill CS1 ends, character B, which was the operation target of the user, remains on the field area 191, and character A is no longer displayed in the field area 191. That is, when the execution time of the cooperation skill elapses and ends, only the character that was the operation target at the end of the cooperation skill is displayed in the field area 191, and the other target characters are no longer displayed in the field area 191.
[0096] Also, in the above-described embodiment, parameters (e.g., MP) were not consumed (e.g., the parameter value was not decreased) to activate the cooperation skill. However, parameters (e.g., MP) may be consumed when the cooperation skill is activated. Also, unique parameters (e.g., MP for the cooperation skill, hereinafter referred to as "cooperation MP") consumed to activate the cooperation skill may be provided for each character. At this time, when the cooperation skill is activated, the cooperation MP of the target character may be consumed by a value corresponding to the cooperation skill. For example, when at least one cooperation MP of the target character is less than the value consumed by each character (hereinafter referred to as "consumed cooperation MP"), the cooperation skill may not be activated. Also, for example, even when at least one cooperation MP of the target character is less than the consumed cooperation MP, if the total value of the cooperation MPs of all the target characters is greater than the total consumed cooperation MP, the cooperation skill may be made activatable. For example, when activating the cooperation skill CS1, assume that the consumed cooperation MP of each of character A and character B is 5 (the total consumed cooperation MP is 10). If the cooperation MP of character A is 3, the cooperation skill may not be activated on the grounds that it does not reach the consumed cooperation MP. As another example, when the cooperation MP of character B is 7 or more (when it is greater than the total consumed cooperation MP), the cooperation skill may be made activatable by character B bearing the insufficient consumed cooperation MP of character A. At this time, regarding the activation of the cooperation skill, while the strategic nature of the user increases, since it is not necessary to check in detail the value of the cooperation MP of each character, the burden on the operation can be reduced. In particular, in the case of a small liquid crystal such as a mobile terminal, since the visibility of the parameters of each character is low, it becomes possible to easily activate the cooperation skill without grasping each parameter in detail. Also, the consumed cooperation MP may be determined not for each character but for all the target characters. That is, only the total consumed cooperation MP may be determined. For example, when the total consumed cooperation MP is 12, the consumed cooperation MP of each character in the activation of the cooperation skill CS1 (where there are two target characters) is 6.Also, for example, the consumption cooperative MP of each character in the activation of the cooperation skill CS2 (with three target characters) is 4.
[0097] Also, in the above-described embodiment, a part of the game screen may be a web display that is displayed on the display unit 19 of the terminal device 12 based on data generated by the server device, and a part of the game screen may be a native display that is displayed by a native application installed in the terminal device 12. Thus, the game in the above-described embodiment can also be a hybrid game in which each of the terminal device 12 and the server device 11 is responsible for a part of the processing. Also, it is not necessary for the server device 11 and the terminal device 12 to share and synchronize all data such as the information 112 of the cooperation skill. As an example, the data shared and synchronized by the server device 11 and the terminal device 12 may be only the information 112 of the cooperation skill and the information on what the user has acquired (for example, the information on the target characters owned by the user). At this time, other information may be stored in the storage unit (server storage unit 14 or terminal storage unit 18) of the information processing device (server device 11 or terminal device 12) that executes the game processing based on the information. For example, when all of the game processing based on other information is executed by the terminal device 12, the other information may be stored only in the terminal storage unit 18.
[0098] Also, in order to function as the terminal device 12 or the server device 11, for example, a computer, a mobile phone, etc. can be preferably used. The terminal device 12 or the server device 11 can be realized by storing a program describing the processing content for realizing the above-described respective functions in an accessible storage unit and reading and executing the program by the CPU.
[0099] The invention described in the claims of the original application of the present application at the time of filing is appended below. [1] An information processing device that executes game processing including game content that performs battles using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium While placing the first game medium among the plurality of game media in the field area, a function of advancing the game content without placing the second game medium in the field area, A program that causes execution of a function of performing processing of a cooperation effect generated by activation of a cooperation skill defined for an activation timing that is satisfied when the activation timing defined for a cooperation skill activated by a plurality of target game media including the first game medium and the second game medium is satisfied, and when all of the game media constituting the plurality of target game media are included in the deck. [2] The activation timing includes the first game medium becoming in a non-combatable state in the game content, the program according to [1]. [3] The cooperation effect includes the second game medium making the first game medium in a combatable state in the game content, the program according to [2]. [4] The cooperation effect includes placing both the first game medium and the second game medium in the field area in the game content, and the second game medium performing combat together with the first game medium, the program according to any one of [1] to [3]. [5] The cooperation effect includes displaying an image associated with the first game medium and the second game medium in a manner different from an image associated with the plurality of game media excluding the first game medium and the second game medium, the program according to any one of [1] to [4]. [6] The information processing apparatus is further caused to execute a function of selecting one from among a plurality of cooperation skill candidates extracted according to a combination of the first game medium and the second game medium, The cooperation effect includes an effect associated with the selected one cooperation skill, the program according to any one of [1] to [5]. [7] The program according to [6], in which a priority is set for each of the candidates. [8] The program according to [6] or [7], in which a probability is set for each of the candidates, and one of the candidates is selected according to the probability. [9] The program according to any one of [1] to [8], in which the activation timing includes that the first game medium has performed a continuous attack a predetermined number of times.
[10] The program according to any one of [1] to [9], in which the activation timing includes that the first game medium has executed a counterattack on an enemy character as a combat opponent.
[11] When an operation button is selected on the information processing device, the information processing device is further made to execute a function of displaying the second game medium in the field area and causing it to participate in the battle. The activation timing includes that the second game medium has participated in the battle in response to the selection of the operation button. The program according to any one of [1] to
[10] .
[12] The program according to any one of [1] to
[11] , in which an upper limit number of times is set for the cooperative skill, and when the cooperative effect has not been performed more than the upper limit number of times, the processing of the cooperative effect is performed.
[13] A control method for an information processing device that executes game processing of a game including game content in which a battle is performed using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium, A step of advancing the game content while arranging the first game medium among the plurality of game media in a field area and not arranging the second game medium in the field area. When the activation timing defined for the cooperative skill activated by a plurality of target game media including the first game media and the second game media is satisfied, and all of the game media constituting the plurality of target game media are included in the deck, a step of performing processing of the cooperative effect generated by the activation of the cooperative skill is included. A control method.
[14] An information processing apparatus that executes processing of a game including game content that performs battles using a deck including a plurality of game media including a first game media and a second game media different from the first game media, Comprising a control unit, The control unit, While arranging the first game media among the plurality of game media in the field area, the game content is advanced without arranging the second game media in the field area, An information processing apparatus that performs processing of a cooperative effect generated by activation of a cooperative skill when the activation timing defined for the cooperative skill activated by a plurality of target game media including the first game media and the second game media is satisfied, and all of the game media constituting the plurality of target game media are included in the deck.
Explanation of Signs
[0100] 10 Game system 11 Server device 12 Terminal device 13 Server communication unit 14 Server storage unit 15 Server control unit 16 Network 17 Terminal communication unit 18 Terminal storage unit 19 Display unit 20 Input unit 21 Terminal control unit 30 Enemy character 31 Gauge 32 Team attack button 41, 41a Icon Information about the user 110 Information about the cards owned 111 Information about the linked skills 112 Information about the game situation 113 Field area 191 Areas other than the field 192
Claims
1. An information processing apparatus that executes game processing including game content that performs battles using a deck including a plurality of game media including a first game media and a second game media different from the first game media, a function of storing in a storage unit, in association with a cooperation skill ID that identifies each of a plurality of cooperation skills, game media identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperation skills, and an activation timing defined for each of the plurality of cooperation skills; a function of advancing the game content while making the first game media among the plurality of game media a target of user operation and not making the second game media a target of user operation; when the activation timing defined for a first cooperation skill activated by a plurality of target game media including the first game media and the second game media among the plurality of cooperation skills is satisfied, and all of the game media constituting the plurality of target game media associated with the cooperation skill ID that identifies the first cooperation skill are included in the deck, a function of performing processing of a cooperation effect generated by activation of the first cooperation skill; A program for causing the above to be executed.
2. During execution of the first cooperation skill, switching the target of the user operation between the first game media and the second game media. The program according to claim 1.
3. During execution of the first cooperation skill, displaying the first game media and the second game media in a field area, In response to the execution of the first cooperation skill being completed, displaying only the game media that is the target of the user operation among the first game media and the second game media in the field area. The program according to claim 1 or 2.
4. The activation timing includes the first game media becoming in a non-battleable state in the game content. The program according to any one of claims 1 to 3.
5. The cooperation effect includes the second game media making the first game media in a battleable state in the game content. The program according to claim 4.
6. The cooperation effect in the game content includes placing both the first game medium and the second game medium in the field area and having the second game medium fight together with the first game medium. The program according to claim 3.
7. The cooperation effect includes displaying an image associated with the first game medium and the second game medium in a manner different from the images associated with the plurality of game mediums other than the first game medium and the second game medium. The program according to any one of claims 1 to 6.
8. The information processing apparatus is further caused to execute a function of selecting one from a plurality of cooperation skill candidates extracted from the plurality of cooperation skills according to the combination of the first game medium and the second game medium. The cooperation effect includes the effect associated with the selected first cooperation skill. The program according to any one of claims 1 to 7.
9. A priority is set for each of the candidates. The program according to claim 8.
10. A probability is set for each of the candidates, and one is selected from the candidates according to the probability. The program according to claim 8 or 9.
11. The activation timing includes the first game medium performing a predetermined number of consecutive attacks. The program according to any one of claims 1 to 10.
12. The activation timing includes the first game medium executing a counterattack on an enemy character as a combat opponent. The program according to any one of claims 1 to 11.
13. The information processing apparatus is further caused to execute a function of displaying the second game medium in the field area and having it participate in the combat when an operation button is selected. The activation timing includes the second game medium participating in the combat according to the selection of the operation button. The program according to claim 3.
14. An upper limit number of times is set for the first cooperation skill, and when the cooperation effect has not been performed more than the upper limit number of times, the processing of the cooperation effect is performed. The program according to any one of claims 1 to 13.
15. A control method for an information processing apparatus that executes processing of a game including game content in which battles are performed using a deck including a first game medium and a plurality of game media including a second game medium different from the first game medium, a step of storing, in a storage unit, game medium identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperation skills, and activation timings defined for each of the plurality of cooperation skills, in association with a cooperation skill ID that identifies each of the plurality of cooperation skills; a step of advancing the game content while making the first game medium among the plurality of game media an operation target of a user and not making the second game medium an operation target of the user; a step of performing processing of a cooperation effect generated by activation of a first cooperation skill that is activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperation skills, when an activation timing defined for the first cooperation skill is satisfied and all of the game media constituting the plurality of target game media associated with the cooperation skill ID that identifies the first cooperation skill are included in the deck. A control method comprising:
16. An information processing apparatus that executes processing of a game including game content in which battles are performed using a deck including a first game medium and a plurality of game media including a second game medium different from the first game medium, comprising a control unit, wherein the control unit stores, in a storage unit, game medium identification information that identifies each of a plurality of target game media that activate each of the plurality of cooperation skills, and activation timings defined for each of the plurality of cooperation skills, in association with a cooperation skill ID that identifies each of the plurality of cooperation skills, advances the game content while making the first game medium among the plurality of game media an operation target of a user and not making the second game medium an operation target of the user, When the activation timing defined for the first cooperative skill activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperative skills is satisfied, and all of the game media constituting the plurality of target game media associated with the cooperative skill ID identifying the first cooperative skill are included in the deck, an information processing apparatus that performs processing of a cooperative effect generated by activation of the first cooperative skill.
Citation Information
Patent Citations
Game device and program
JP2015116469A
Game system, computer control method, and program
JP2016202418A