Game system, method thereof, and program

By dynamically varying game element costs based on usage and spatial arrangement, the game system enhances strategic engagement and playability by requiring adaptive strategies, addressing the limitations of fixed costs in conventional systems.

JP7701715B2Active Publication Date: 2025-07-02MILLION DOUBT CO LTD
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Patent Information

Application Number
JP2021061835
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-31
Publication Date
2025-07-02
Estimated Expiration
2041-03-31

AI Technical Summary

Technical Problem

Conventional game systems lack variability in game element costs, leading to reduced gameplayability as players predominantly use easy-to-use elements with balanced usefulness and cost, limiting strategic diversity and engagement.

Method used

The game system dynamically varies the startup and activation costs of game elements over a predetermined period, adjusting costs based on usage frequency and spatial arrangement, incorporating elements that accumulate operation elements from unoccupied areas.

Benefits of technology

This variability encourages strategic development and enhances gameplay by forcing players to adapt strategies to fluctuating costs and spatial arrangements, preventing a decline in playability and balancing element usefulness.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent deterioration of game property by varying the cost of a game element.SOLUTION: A game system 1 controls a game in which a game element C that operates by consuming operation elements on a stage S, and operates the game element C to be played against an opponent's game element C, and includes: game element setting means 110 for setting multiple types of game elements C; and activation cost setting means 130 for setting an activation cost, which is the amount of operation elements required for activation, for each of the multiple types of game elements C. The activation cost setting means 130 changes the activation cost for each of the multiple types of game elements C in a predetermined period.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a game system, its method, and a program.

Background Art

[0002] Conventionally, a deck is generated according to an input operation received from a player, it is determined whether the total cost of the deck exceeds a predetermined upper limit value, a play part is executed in which the player plays a game using the deck, and when it is determined that the total cost exceeds the upper limit value, a penalty that makes the progress of the play part disadvantageous to the player is imposed at a predetermined timing during the progress of the play part, and at least one of the fact that the penalty is imposed and the fact that the penalty has been imposed is notified to a display unit for display at a predetermined timing. A game program has been proposed (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a game such as Patent Document 1, game elements (pieces, cards, etc. that imitate objects and characters) are arranged on a stage. And a cost is set for each game element. Generally, game elements with higher usefulness in the game (for example, faster startup, higher attack power, etc.) have higher costs set in advance.

[0005] However, conventionally, the cost set for game elements does not change. For this reason, among multiple types of game elements, in a game, easy-to-use game elements (for example, those with a relatively good balance between usefulness and cost, etc.) are determined, and only these easy-to-use game elements are used, making it difficult for new ways of using and strategies for game elements to emerge, resulting in a problem of reduced game playability.

[0006] Therefore, in view of the above problems, the purpose of the present invention is to prevent a decrease in game playability by varying the cost of game elements.

Means for Solving the Problems

[0007] To solve the above problems, the game system of the present invention provides the following solutions.

[0008] (1) A game system that controls a game in which game elements that operate by consuming action elements are placed on a stage, the game elements are operated, and the game elements are made to battle against the game elements of an opponent, comprising: game element setting means for setting a plurality of types of the game elements; start-up cost setting means for setting, for each of the plurality of types of the game elements, a start-up cost that is the amount of the action elements required for start-up, characterized in that: the start-up cost setting means varies the start-up cost for each of the plurality of types of the game elements within a predetermined period.

[0009] In the configuration of (1), the game system places game elements that operate by consuming action elements on a stage, operates the game elements, controls a game in which the game elements battle against the game elements of an opponent, and includes game element setting means and start-up cost setting means. The game element setting means sets a plurality of types of game elements. The start-up cost setting means sets, for each of the plurality of types of game elements, a start-up cost that is the amount of action elements required for start-up. Then, the startup cost setting means varies the startup costs for each of the plurality of types of game elements over a predetermined period.

[0010] Here, when the amount of operation elements is relatively large, the startup cost causes a delay in startup, increasing the likelihood of being at a disadvantage against an opponent in a battle. On the other hand, when the amount of operation elements is relatively small, the startup cost enables a faster startup, increasing the likelihood of taking the initiative against an opponent in a battle. Therefore, the magnitude of the startup cost has a significant impact on the strategy in the game.

[0011] According to the configuration of (1), it is possible to vary the startup costs of game elements that operate by consuming operation elements over a predetermined period. As a result, for example, at a certain timing, for game elements with a small startup cost (fast startup), by varying the startup cost over a predetermined period (e.g., one week), the startup cost can be increased, or for game elements with a large startup cost (slow startup), by varying the startup cost over a predetermined period (e.g., one week), the startup cost can be decreased. Therefore, the player needs to develop usage methods and strategies according to the fluctuating startup costs for the same game elements over a predetermined period. Therefore, by varying the costs of game elements, it is possible to prevent a decline in the gameplay.

[0012] (2) The game system further includes counting means for counting the number of times of use by the player for each of the plurality of types of game elements. The startup cost setting means sets the startup cost according to the number of times of use in the predetermined period for each of the plurality of types of game elements, as characterized in (1).

[0013] In the configuration of (2), the game system further includes counting means. The counting means counts the number of times of use by the player for each of the plurality of types of game elements. Then, the startup cost setting means sets the startup cost according to the number of times of use in a predetermined period for each of the plurality of types of game elements.

[0014] Thus, for example, during a certain predetermined period, it becomes possible to set a large activation cost for game elements with a relatively large number of uses (popular among players) by the player, and to set a small activation cost for game elements with a relatively small number of uses (not popular among players) by the player. Therefore, it becomes possible to balance the usefulness among a plurality of game elements for each predetermined period according to the number of uses (popularity among players) by the player.

[0015] (3) In one game, further comprising operation element accumulation means for accumulating the operation elements, The operation element accumulation means accumulates an amount of the operation elements corresponding to an area where the game element is not arranged by the player in the stage in which a plurality of areas where the game element can be arranged are set, in the game system according to (1) or (2).

[0016] In the configuration of (3), the game system further comprises operation element accumulation means. The operation element accumulation means accumulates operation elements in one game, and accumulates an amount of operation elements corresponding to an area where the game element is not arranged by the player in a stage in which a plurality of areas where the game element can be arranged are set.

[0017] Here, generally, for example, when there is no superiority or inferiority among game elements, it is obvious that it is more advantageous to arrange more game elements in a plurality of areas of the stage. According to the configuration of (3), the operation elements required for activating the game element are accumulated in an amount corresponding to the area where the game element is not arranged.

[0018] That is, when more game elements are arranged in a plurality of areas of the stage, the areas where no game elements are arranged become fewer, so the accumulated amount of action elements also decreases. As a result, the activation of game elements becomes slower, and the possibility of being taken the lead by the opponent in the battle increases. On the other hand, when fewer game elements arranged in a plurality of areas of the stage are used, the areas where no game elements are arranged become more, so the accumulated amount of action elements also increases. As a result, the activation of game elements becomes faster, and the possibility of taking the lead against the opponent in the battle increases. Therefore, from the perspective of the player, it becomes necessary to consider strategies such as increasing or decreasing the number of game elements, accelerating the activation of game elements, and taking the lead against the opponent in the battle, and it becomes possible to improve the gameplay.

[0019] (4) A method executed by a game system that controls a game in which game elements that operate by consuming action elements are arranged on a stage, the game elements are operated, and the game elements are made to battle against the game elements of an opponent, comprising: setting a plurality of types of the game elements; setting, for each of the plurality of types of the game elements, an activation cost that is the amount of the action elements required for activation, characterized in that the activation cost for each of the plurality of types of the game elements is varied within a predetermined period.

[0020] (5) A game system that controls a game in which game elements that operate by consuming action elements are arranged on a stage, the game elements are operated, and the game elements are made to battle against the game elements of an opponent, functioning as game element setting means for setting a plurality of types of the game elements, and activation cost setting means for setting, for each of the plurality of types of the game elements, an activation cost that is the amount of the action elements required for activation, characterized in that the activation cost setting means varies the activation cost for each of the plurality of types of the game elements within a predetermined period.

[0021] (4) and (5) have the same operational effects as the configuration of (1).

Effects of the Invention

[0022] According to the present invention, it is possible to prevent the deterioration of game playability by varying the cost of game elements.

Brief Description of the Drawings

[0023]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Modes for Carrying Out the Invention

[0024] Hereinafter, with reference to the accompanying drawings, modes for carrying out the present invention (hereinafter referred to as embodiments) will be described in detail. In the following drawings, the same elements are denoted by the same numbers or symbols throughout the description of the embodiments.

[0025] (Basic Concept / Basic Configuration) FIG. 1 and FIG. 2 are diagrams for explaining the outline of a game system according to an embodiment of the present invention. The game system 1 includes at least a game control device 10 and a plurality of terminals 20 that are connected to the game control device 10 via a network and are respectively operated by a plurality of players. The game system 1 controls a game in which a game element C (in the example shown in FIG. 1, an alphabet is shown inside a circle), which operates by consuming operation elements, is placed on a stage S, and the game element C is operated to compete with the game element C of an opponent.

[0026] The outline of the game controlled by the game system 1 will be described. FIG. 1 shows an example of a battle screen in the game.

[0027] First, the player forms a deck PD in which game elements C are arranged on a stage S in which a plurality of areas R (in the example shown in FIG. 1, a substantially rectangular frame filled with diagonal lines) serving as one's own formation are formed. At this time, the player selects an arbitrary game element C from among a plurality of types of game elements C (in the example shown in FIG. 1, A, B, C) and arranges the selected game element C in any one of the plurality of areas R. In the example shown in FIG. 1, the player selects game elements C (A) and (C) and forms a deck PD arranged in the central area R of the stage S.

[0028] Then, when the game system 1 receives an operation instructing the start of the game by the player, the game control device 10 selects a deck ED formed by another player who is an opponent, and a deck ED selected as an opponent is arranged facing the player's deck PD with an intermediate area CR (in the example shown in FIG. 1, a white substantially rectangular frame) in between, resulting in the state shown in FIG. 1, and the game starts.

[0029] In this embodiment, the plurality of regions R form a stage S with substantially rectangular frames arranged vertically and horizontally on a two-dimensional plane. However, the present invention is not limited to this, and the regions R may have any shape and any arrangement on the two-dimensional plane, or may form a stage represented in three dimensions. Also, for the sake of convenience in explanation, the game element C is represented as a circle with an alphabet written inside. However, the present invention is not limited to this, and the game element C may have any shape such as a shape representing a card or a character.

[0030] FIG. 2 is a diagram for explaining the operation of the game element C in the game controlled by the game system 1. When the game system 1 starts the game, it designates either the player or the opponent as the first player and the other as the second player, and first accumulates the operation elements of the first player side (in the example shown in FIG. 2, the player side). In this embodiment, although the details of the operation elements will be described later, the operation elements are elements necessary for the game element C to be activated, and are elements accumulated according to the regions among the plurality of regions R where the game element C is arranged and where the game element C has not been arranged by the player.

[0031] Also, in this embodiment, for each game element C, an activation cost, which is the amount of operation elements required for activation, is set. The game element C is activated when the operation elements are accumulated by the set activation cost.

[0032] In the example shown in FIG. 2, the accumulated operation elements of the game element C(A) are equal to or greater than the activation cost. On the other hand, the accumulated operation elements of the game elements C(B) and (C) are less than the activation cost. Therefore, the game element C(A) of the player whose accumulated operation elements are equal to or greater than the activation cost moves toward the game element C(B) of the opponent and attacks. On the other hand, the game element C(C) of the player whose accumulated operation elements are less than the activation cost remains at the initial position (the position where the player first arranged it as shown in FIG. 1) and has not been activated.

[0033] Then, the game system 1 determines that when the performance of one game element C (in the example shown in FIG. 2, the player's game element C(A)), such as the attack power, etc., and the attack by the performance of one game element C exceeds the HP of the other game element C, based on the performance of the other game element C being attacked (in the example shown in FIG. 2, the game element C(B) of the opponent), such as HP (hit points: the amount of damage that can withstand the opponent's attack), defense power, etc., the other game element C is eliminated.

[0034] For example, the game system 1 takes the above processing from the start of the game as one turn, and sequentially processes the turn of the first attacker and the turn of the second attacker. When all the game elements C in either the player's deck PD or the opponent's deck ED are eliminated, the game ends with the victory of the other side.

[0035] (Functional configuration) FIG. 3 is a diagram showing the functional configuration of the game system according to an embodiment of the present invention. The game system 1 includes a game control device 10 and a plurality of terminals 20 connected to the game control device 10 via a network and operated by a plurality of players respectively.

[0036] (Functional configuration of the game control device) The game control device 10 includes a game element setting means 110, a count means 120, a start-up cost setting means 130, a game control means 140, an operation element storage means 150, and a storage means 160.

[0037] The game element setting means 110 sets a plurality of types of game elements and stores them in the game element database (hereinafter also referred to as the game element DB) of the storage means 160. FIG. 4 is a diagram schematically showing the game element DB of the game system according to an embodiment of the present invention.

[0038] The game element setting means 110 assigns game element identification information for identifying the game element C to each of a plurality of types of game elements C, and sets game element information in which character information, performance information, and startup cost are associated with this game element identification information for each game element C, and stores it in the game element DB. Further, the game element setting means 110 transmits the game element information for each game element to the terminal 20.

[0039] The character information is a display mode of the game element C to be displayed on the terminal 20. For example, it is information for causing the terminal 20 to display images of characters such as comics or original characters.

[0040] The performance information is information that defines the operation mode of the game element C. For example, it includes the initial value of the HP of the game element C, information indicating the value of the attack power against the game element C of the opponent in the battle, the movement speed indicating the number of regions R or intermediate regions CR (see FIG. 1) that the game element C can move in one turn, and information indicating skills that define operations other than movement and attack when the game element C is activated.

[0041] The startup cost indicates the amount of operation elements required for the startup of the game element C, is set by the startup cost setting means described later, and is updated every predetermined period.

[0042] The counting means 120 counts the number of times of use by the player for each of a plurality of types of game elements C. Specifically, the counting means 120 counts, for each game element C, the number of times the player has placed it in the region R (see FIG. 1) in a predetermined period (for example, one week, etc.) for all players, and stores information indicating the total number of times the game element has been used in the storage means 160.

[0043] The startup cost setting means 130 sets the startup cost for each of the plurality of types of game elements C. Further, the startup cost setting means 130 varies the startup cost for each of the plurality of types of game elements C over a predetermined period (for example, one week or the like). Specifically, the startup cost setting means 130 sets the startup cost according to the number of times of use in a predetermined period for each of the plurality of types of game elements C.

[0044] Specifically, for each of the plurality of types of game elements C, the startup cost setting means 130 refers to the storage means 160 and, based on the number of times of use of the game element counted by the counting means 120 in the previous predetermined period (for example, one week or the like), refers to the startup cost setting database (hereinafter, also referred to as the startup cost setting DB) to set the startup cost in the next predetermined period.

[0045] FIG. 5 is a diagram schematically showing the startup cost setting DB of the game system according to the embodiment of the present invention. In the startup cost setting DB, a coefficient of variation is associated with the number of times of use of the game element and stored in the storage means 160. In the startup cost setting DB, the startup cost is set to be lower as the number of times of use of the game element is smaller (the less the game element C is used).

[0046] For example, the startup cost setting means 130 multiplies the startup cost of a certain game element C by the coefficient of variation associated with the number of times of use of the game element in the previous predetermined period in the startup cost setting DB to set the startup cost in the next predetermined period, and updates the startup cost in the game element DB (see FIG. 4) with the set startup cost.

[0047] In the description of this embodiment, the startup cost setting means 130 sets the startup cost for the next predetermined period by multiplying the coefficient of variation according to the number of times the game element is used by the startup cost for the predetermined period before the game element C. However, as long as the startup cost for the next predetermined period can be set so that the lower the number of times the game element is used, the lower the startup cost, it is not limited to the above form. In addition to the number of times the game element is used, other elements such as the winning rate in the game using the game element C and the popularity of the display mode of the game element C (for example, the popularity of a character such as a comic, etc.) (for example, data indicating the popularity of the character provided by the person managing the copyright of the character, etc.) may be used to set the coefficient of variation. In this case, the startup cost for the next predetermined period may be set so that, for example, the lower the winning rate in the game using the game element C and the lower the popularity, the lower the startup cost. Also, the startup cost for the next predetermined period may be set for each game element C based on the coefficient of variation according to the number of times the game element is used, etc., regardless of the startup cost for the previous predetermined period.

[0048] The game control means 140 controls the execution of the game in the game system 1 according to various information of various games transmitted from the terminal 20 based on the player's operation, and transmits information indicating the progress of the game to the terminal 20.

[0049] Specifically, the game control means 140 receives deck information indicating a deck PD (see FIG. 1) formed based on the player's operation from the terminal 20, associates the received deck information with the player identification information for identifying the player, and stores it in the storage means 160. In this way, the storage means 160 stores a plurality of deck information formed by a plurality of players respectively.

[0050] Also, the game control means 140 selects, from among a plurality of deck information stored in the storage means 160, for example, by AI, deck information suitable as an opponent in the game for the deck ED (see FIG. 1) of the opponent in the game, for the player who has transmitted the deck information or for the deck of the said player, sets it as the opponent in one game, and transmits the set opponent's deck information to the terminal 20 that has transmitted the deck information. Note that the game control means 140 may randomly select the opponent's deck information from among the plurality of deck information stored in the storage means 160.

[0051] Also, during the execution of the game, the game control means 140 refers to the game element DB (see FIG. 4) stored in the storage means 160 for the player's game element C and the opponent's game element C, and operates them, for example, by AI.

[0052] Then, the game control means 140 transmits game execution information indicating the position and state (e.g., remaining HP, etc.) of the game element C at the stage S during the execution of the game, and information indicating the result of the game, to the terminal 20.

[0053] The action element accumulation means 150 accumulates action elements in one game, and accumulates an amount of action elements corresponding to the area where the game element C is not arranged by the player in a stage where a plurality of areas where the game element C can be arranged are set.

[0054] FIG. 6 is a diagram for explaining the operation of the action element accumulation means of the game system according to an embodiment of the present invention. In FIG. 6, the upper diagram shows an example of the battle screen in the initial state in the game, and the lower diagram shows the state where the player's turn has ended and the player's game element C (A) has moved to the enemy camp from what is shown in the upper diagram. In FIG. 6, for convenience of explanation, the area R where the game element C is not arranged is filled in black, and the area R where the game element C is arranged is hatched, but the area R can be displayed in any manner.

[0055] Referring to FIG. 6, a specific example of the operation of the operation element accumulation means 150 will be described. First, in the state shown in the upper diagram, on the player side, among the 10 regions R, since there are 8 regions R where the game element C is not arranged, the operation element accumulation amount is "8". On the other hand, on the opponent side, among the 10 regions R, since there are 7 regions R where the game element C is not arranged, the operation element accumulation amount is "7".

[0056] In the state shown in the lower diagram, in the turn shown in the upper diagram, the player's game element C(A) has moved to the enemy camp and attacked the opponent's game element C(B) shown in the upper diagram, so that the opponent's game element C(B) has disappeared. In this case, on the player side, among the 10 regions R, since there are 9 regions R where the game element C is not arranged, the operation element accumulation amount is "9". In this way, from the state shown in the upper diagram, when the player's game element C(A) has moved to the enemy camp, the operation element accumulation amount has increased by "1" from the state shown in the upper diagram. On the other hand, on the opponent side, among the 10 regions R, since there are 8 regions R where the game element C is not arranged, the operation element accumulation amount is "8". In this way, from the state shown in the upper diagram, when the opponent's game element C(B) has been attacked by the player's game element C(A) and disappeared, the operation element accumulation amount has increased by "1" from the state shown in the upper diagram.

[0057] In the description using FIG. 6, for the sake of convenience of explanation, the number of regions R where the game element C is not arranged is directly used as the operation element accumulation amount. However, this is not limited to this. The operation element accumulation means 150 may refer to elements other than the number of regions R where the game element C is not arranged and accumulate the operation element accumulation amount. For example, the operation element accumulation means 150 may perform weighting according to the position of the region R. In this case, for example, among the regions R where the game element C is not arranged, the closer to the opponent's camp, the more the operation element accumulation amount can be accumulated.

[0058] Returning to FIG. 3, for each game element C arranged on the stage S, the game control means 140 compares the amount of operation elements accumulated by the operation element accumulation means 150 with the activation cost set by the activation cost setting means 130, and determines whether the amount of operation elements accumulated is equal to or greater than the activation cost. Then, the game control means 140 operates the game element C for which it is determined that the amount of operation elements accumulated is equal to or greater than the activation cost. Further, when the game control means 140 operates the game element C, the operation element accumulation means 150 subtracts the value corresponding to the activation cost of the game element C from the accumulated amount of operation elements.

[0059] When the game control means 140 operates the game element C, for example, it causes the AI to determine the effectiveness of an attack on the game element C of the opponent, and operates the game element C in accordance with the movement direction and operation content based on this determination. Note that the operation of the game element C is not limited to the mode of being automatically operated by the AI, and may be operated by the player.

[0060] (Functional Configuration of Terminal) The plurality of terminals 20 are each operated by a player and are composed of, for example, a smartphone, a tablet terminal, a personal computer, etc., and are each connected to the game control device 10 via a network so as to be able to transmit and receive information, and include a terminal control means 210, an input / output means 220, and a transmission / reception means 230.

[0061] The terminal control means 210 activates the application of the game installed in advance in response to the operation of the input / output means 220 by the player, and forms the deck PD.

[0062] FIG. 7 is a diagram schematically showing a deck formation screen in the game system according to the embodiment of the present invention. The terminal control means 210 displays a deck formation screen on the input / output means 220 based on the player's operation. The terminal control means 210 displays a deck formation screen on the input / output means 220 based on the game element information (including character information, performance information, and activation cost) for each game element C received by the transmission / reception means 230. On the deck formation screen, a stage S with a plurality of regions R formed thereon, and the activation cost, the attack power and HP based on the performance information, are displayed in association with the game element C based on the character information.

[0063] For example, the player arranges the game element C on the stage S by dragging the desired game element C to any of the plurality of regions R in the deck formation screen displayed on the input / output means 220. Then, for example, when the save button on the deck formation screen is touched by the player, the terminal control means 210 transmits the stage S on which the game element C is arranged at that time as the player's deck to the game control device 10 via the transmission / reception means 230.

[0064] After that, the game control device 10 receives the in-game execution information transmitted from the game control device 10 and the information indicating the result of the game via the transmission / reception means 230, and displays the battle screen (see FIG. 1) based on this in-game execution information and the result of the game on the input / output means 220.

[0065] The input / output means 220 is constituted by, for example, a touch panel, and displays, for example, a deck formation screen under the control of the terminal control means 210, accepts the player's operation, and displays a battle screen (see FIG. 1).

[0066] Note that the display of the deck formation screen and the display of the battle screen may be executed by the application of this game installed in the terminal 20, or may be executed by accessing the website controlled by the game control device 10 with the terminal 20.

[0067] Also, in this embodiment, the game control device 10 includes a game control means 140 and an operation element storage means 150, and the game progress is controlled by the game control device 10, and the result is displayed on the terminal 20. However, the present invention is not limited to this, and the terminal 20 may include a game control means 140 and an operation element storage means 150, and the game progress may be controlled by the terminal 20.

[0068] The functional configuration of the above-described system is merely an example, and one functional block (database and functional processing unit) may be divided, or a plurality of functional blocks may be combined into one functional block. Each functional processing unit is realized by a computer program (for example, core software or an application that causes the CPU to execute the above-described various processes) stored in a storage device (storage means) such as a ROM (Read Only Memory), a flash memory, an SSD (Solid State Drive), or a hard disk, which is read by a CPU (Central Processing Unit) built in the device or terminal and executed by the CPU. That is, each functional processing unit realizes the computer program by reading and writing necessary data such as a table from a database (DB; Data Base) stored in the storage device or a storage area on the memory, and in some cases, controlling related hardware (for example, an input / output device, a display device, a communication interface device). Also, the database (DB) in the embodiment of the present invention may be a commercial database, but also means a mere collection of tables or files, and the internal structure of the database itself is not limited.

[0069] (Processing Flow) FIG. 8 is a diagram showing a game control processing flow executed by the game control device 10 according to an embodiment of the present invention.

[0070] In step S1, for each of the plurality of types of game elements C, the startup cost setting means 130 refers to the storage means 160, and based on the number of times the game element has been used counted by the counting means 120 in a previous predetermined period (for example, one week, etc.), refers to the startup cost setting DB to set the startup cost for the next predetermined period.

[0071] In step S2, the game element setting means 110 transmits the game element information for each game element C including the startup cost set by the startup cost setting means 130 in step S1 to the terminal 20.

[0072] In step S3, the game control means 140 receives deck information indicating a deck PD (see FIG. 1) formed based on the player's operation from the terminal 20.

[0073] In step S4, the game control means 140 selects, from among the plurality of deck information stored in the storage means 160, deck information suitable as an opponent for the game for the player who has transmitted the deck information or the player's deck, sets it as the opponent for one game, and transmits the set opponent's deck information to the terminal 20 that has transmitted the deck information.

[0074] In step S5, the operation element accumulation means 150 accumulates an amount of operation elements corresponding to the area R where the game element C is not arranged in the stage S of the first player side set by the game control means 140 in one game.

[0075] In step S6, for each game element C arranged on the first-player's stage S, the game control means 140 compares the amount of operation element accumulated by the operation element accumulation means 150 in step S5 with the activation cost set by the activation cost setting means 130 in step S1, and determines whether the amount of operation element accumulated is greater than or equal to the activation cost. Then, when the game control means 140 determines that the amount of operation element accumulated is greater than or equal to the activation cost, it transfers the process to step S7, and when it determines that the amount of operation element accumulated is less than the activation cost, it transfers the process to step S9.

[0076] In step S7, the game control means 140 operates the first-player's game element C and transmits game execution information indicating the operated state to the terminal 20. Also, when the game control means 140 operates the game element C, the operation element accumulation means 150 subtracts the value corresponding to the activation cost of the game element C from the accumulated amount of operation element.

[0077] In step S8, the game control means 140 determines whether there is any game element C remaining on the second-player's stage S. If there is a remaining game element C, it transfers the process to step S9. If there is no remaining game element C, it transmits information indicating the result of the game, which shows the victory of the first player, to the terminal 20 and ends the game control process.

[0078] In step S9, the operation element accumulation means 150 accumulates an amount of operation element corresponding to the area R where no game element C is arranged on the second-player's stage S set for the game control means 140 in one game.

[0079] In step S10, for each game element C arranged in the stage S of the second player side, the game control means 140 compares the operation element accumulation amount accumulated by the operation element accumulation means 150 in step S9 with the activation cost set by the activation cost setting means 130 in step S1, and determines whether the operation element accumulation amount is greater than or equal to the activation cost. Then, when the game control means 140 determines that the operation element accumulation amount is greater than or equal to the activation cost, it transfers the process to step S11, and when it determines that the operation element accumulation amount is less than the activation cost, it returns the process to step S5.

[0080] In step S11, the game control means 140 operates the game element C of the second player side and transmits game execution information indicating the operated state to the terminal 20. Further, when the game control means 140 operates the game element C, the operation element accumulation means 150 subtracts the value corresponding to the activation cost of the game element C from the accumulated operation element accumulation amount.

[0081] In step S12, the game control means 140 determines whether there is any game element C remaining in the stage S of the first player side. If there is a remaining game element C, the process returns to step S5. If there is no remaining game element C, information indicating the result of the game indicating the victory of the second player side is transmitted to the terminal 20, and the game control process ends.

[0082] As described above, according to the game system 1, the activation cost of the game element C that operates by consuming operation elements can be varied within a predetermined period. Thereby, for example, at a certain timing, for a game element C with a low activation cost (fast activation), within a predetermined period (for example, one week), by varying the activation cost, the activation cost can be increased, or for a game element C with a high activation cost (slow activation), within a predetermined period (for example, one week), by varying the activation cost, the activation cost can be decreased. For this reason, even for the same game element C, the player needs to devise usage methods and strategies according to the varied activation cost within a predetermined period. Therefore, by varying the cost of the game elements, it is possible to prevent the deterioration of the gameplay.

[0083] Also, according to the game system 1, for example, during a certain predetermined period, it is possible to set a large activation cost for the game element C that is used relatively frequently (popular among players) by the player, and set a small activation cost for the game element C that is used relatively less frequently (not popular among players) by the player. Thus, it is possible to balance the usefulness among a plurality of game elements C for each predetermined period according to the number of times of use (popularity among players) by the player.

[0084] Also, according to the game system 1, the operation elements required for activating the game element C are accumulated in an amount corresponding to the area R where the game element C is not arranged. That is, if more game elements C are arranged in the plurality of areas R of the stage S, the area R where the game element C is not arranged becomes less, so the accumulation amount of the operation elements also becomes less. As a result, the activation of the game element C becomes slower, and the possibility of being taken the initiative by the opponent in the battle increases. On the other hand, if the number of game elements C arranged in the plurality of areas R of the stage S is reduced, the area where the game element is not arranged becomes more, so the accumulation amount of the operation elements also becomes more. As a result, the activation of the game element C becomes faster, and the possibility of taking the initiative against the opponent in the battle increases. Therefore, from the perspective of the player, it becomes a matter of training a strategy of increasing or decreasing the number of game elements C, accelerating the activation of the game elements C, and taking the initiative against the opponent in the battle, and it is possible to improve the gameplay.

[0085] The present invention has been described above using embodiments. Needless to say, the technical scope of the present invention is not limited to the scope described in the above embodiments. It is obvious to those skilled in the art that various changes or improvements can be made to the above embodiments. Also, it is clear from the description of the claims that forms with such changes or improvements can also be included in the technical scope of the present invention. In the above embodiments, the present invention has been described as an invention of a product, specifically for a game system. However, in the present invention, it can also be regarded as an invention of a method executed by the game system or a program that causes the game system to function as various means.

Explanation of Reference Numerals

[0086] 1 Game system 10 Game control device 110 Game element setting means 120 Counting means 130 Startup cost setting means 140 Game control means 150 Operation element storage means 160 Storage means 210 Terminal control means 220 Input / output means 230 Transmission / reception means C Game element CR Intermediate area ED Opponent's deck PD Player's deck R Area S Stage

Claims

1. A game system that controls a game in which game elements that operate by consuming action elements are arranged on a stage, the game elements are operated, and the game elements are made to battle against those of an opponent, comprising: game element setting means for setting a plurality of types of the game elements; start-up cost setting means for setting, for each of the plurality of types of game elements, a start-up cost which is the amount of action elements required for start-up; counting means for counting, for each of the plurality of types of game elements, the number of times of use by a player who has played the game during a predetermined period, and the start-up cost setting means varies the start-up cost for each of the plurality of types of game elements over a predetermined period, and is characterized in that, for each of the plurality of types of game elements, the start-up cost is set such that the lower the number of times of use during the predetermined period, the lower the start-up cost.

2. In one game, further comprising action element accumulation means for accumulating action elements, and the action element accumulation means accumulates an amount of action elements corresponding to areas on the stage where a plurality of areas where the game elements can be arranged are set and where the game elements are not arranged by the player, the game system according to claim 1.

3. A method executed by a game system that controls a game in which game elements that operate by consuming action elements are arranged on a stage, the game elements are operated, and the game elements are made to battle against those of an opponent, comprising: a step of setting a plurality of types of the game elements; a step of setting, for each of the plurality of types of game elements, a start-up cost which is the amount of action elements required for start-up; a step of counting, for each of the plurality of types of game elements, the number of times of use by a player who has played the game during a predetermined period, and varies the start-up cost for each of the plurality of types of game elements over a predetermined period, and is characterized in that, for each of the plurality of types of game elements, the start-up cost is set such that the lower the number of times of use during the predetermined period, the lower the start-up cost.

4. A game system that controls a game in which game elements that operate by consuming action elements are arranged on a stage, the game elements are operated, and the game elements are made to battle against those of an opponent, game element setting means for setting a plurality of types of the game elements, Startup cost setting means for setting a startup cost, which is the amount of the operation elements required for startup, for each of the plurality of types of game elements; Function as counting means for counting the number of times of use by a player who has played the game during a predetermined period for each of the plurality of types of game elements; The startup cost setting means; Vary the startup cost for each of the plurality of types of game elements over a predetermined period; A game program characterized in that for each of the plurality of types of game elements, the startup cost is set such that the lower the number of times of use during the predetermined period, the lower the startup cost.

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