Program and game device

The game system addresses uneven player engagement by incorporating battle and communication features with varied message displays, enhancing overall entertainment value through diverse gameplay and character interactions.

JP7705507B1Active Publication Date: 2025-07-09BANDAI CO LTD
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Patent Information

Application Number
JP2024050548
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-26
Publication Date
2025-07-09
Estimated Expiration
2044-03-26

AI Technical Summary

Technical Problem

Games that allow players to play multiple parts often result in uneven engagement, with certain parts being played more frequently than others, reducing overall entertainment value.

Method used

A game system that incorporates a battle part execution means for battling with characters using first type game elements, a communication part execution means for messaging with characters, and a configuration that displays messages in different modes to enhance player interaction and engagement.

Benefits of technology

The system provides a highly engaging gaming experience by varying gameplay elements and interactions, maintaining player interest through diverse gameplay mechanics and character interactions.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007705507000001_ABST
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Patent Text Reader

Abstract

To provide a game that is highly interesting to players. 【Solution means】Function as a battle part execution means for executing a battle game using a character associated with a first type of game element, and a communication part execution means for executing communication by messages with the character. The communication part execution means displays a message with the character in a first mode, and displays the message selected from the messages displayed in the first mode in a second mode.
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Description

[Technical field]

[0001] The present invention relates to a program and a game device. [Background technology]

[0002] In recent years, games have become known that are configured so that a user can play each of a plurality of parts. When a game is configured so that a player can play each of the multiple parts, depending on the nature of the game or the settings of the game, the player may frequently play a particular part while seldom playing another part. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-146590 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a game such as the one described above, making each part interesting for the player will increase the entertainment value of the game.

[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a program and a game device that can provide a game that is highly entertaining to the player. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to function as a battle part execution means for executing a battle game using a character associated with a first type of game element, and a communication part execution means for executing communication by messages with the character. The communication part execution means displays messages with the character in a first mode and displays a message selected from the messages displayed in the first mode in a second mode.

[0007] One aspect of the present invention includes a battle part execution means for executing a battle game using a character associated with a first type of game element, and a communication part execution means for executing communication by messages with the character. The communication part execution means displays messages with the character in a first mode and displays a message selected from the messages displayed in the first mode in a second mode.

Advantages of the Invention

[0008] According to the present invention, a highly interesting game can be provided.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] <Overview of the Game> To facilitate the understanding of the game system in this embodiment, an overview of the game applied to this embodiment will be described.

[0011] First, the game elements appearing in this game will be described.

[0012] There are a first type of game element and a second type of game element among the game elements appearing in this game.

[0013] The first type of game element is a character (such as a person), which is represented by taking on the form of an image, a virtual or physical item, etc. The item is, for example, a virtual or physical card.

[0014] Among the characters, there are a first character, a second character, and a third character. The first character is the main character who becomes the protagonist of the game. The second character is a sub - character that forms a group with the main character. The third character is a character that can be added using the friend function described later. The player selects a desired first character, second character, and third character to form one group (deck).

[0015] The first character, the second character, and the third character have a plurality of statuses. The types of statuses include parameters such as the character's attribute, its attribute value, the character's support effect value, the character's intimacy with the player (referred to as intimacy), the character's skill (ability), etc.

[0016] The level of a character increases as the game progresses. The attributes of a character are the characteristics representing the character, such as colors like red, blue, yellow, green, or personalities like bright or cool. In this embodiment, the attributes of a character are colors, and the character is associated with two of the four colors: red, blue, yellow, and green. That is, a character has two attributes. Hereinafter, the two attributes of a character are referred to as the first attribute and the second attribute. The attribute value of a character is a parameter indicating the degree of the attribute. A character has attribute values for the four attributes (red, blue, yellow, green). Each attribute value changes by performing actions described later. The support effect value of a character is the ability value exerted when the character is the second character. As described later, it is the ability value to support the action selected by the player, and the higher the ability value, the more advantageous the progress of the game. The intimacy of a character is the intimacy between the player and the character, and it increases by selecting a special action described later. When the intimacy increases, the expression of affection of the character towards the player during the game changes, or the amount of information provided to the player increases, and the relationship between the player and the character becomes better. Also, the battle described later can be carried out advantageously. The skill of a character is activated by satisfying a predetermined condition and has an effect that is advantageous for the progress of the game.

[0017] FIG. 1 is a diagram showing an example of a card in which a character is incarnated. In FIG. 1, card X1 is an example of a card of a character with attributes of "red" and "blue" and a level of 50, and card X2 is an example of a card of a character with attributes of "yellow" and "green" and a level of 50.

[0018] The second type of game element is an item that is the target of collection by the player and affects battles and the like. In this embodiment, this item is called a stone. The second type of game element (stone) has a plurality of status information. The types of status are parameters such as attributes, which are the characteristics representing the character, the attribute values thereof, rank, skills, and the like.

[0019] The attribute of the stone is any one of the attributes that represent the characteristics of the character. That is, it has one of the four colors: red, blue, yellow, or green. The attribute value of the stone is a parameter indicating the degree of the attribute. The stone has attribute values for the four attributes (red, blue, yellow, green). The rank of the stone is a rank indicating the strength of the stone. The skill of the stone is a skill that is advantageous for the actions described later.

[0020] Figure 2 is a diagram showing an example of a stone. In Figure 2, stone Y1 is an example of a stone with the attribute of "red" and a rank of "SS", and stone Y2 is an example of a stone with the attribute of "blue" and a rank of "SS". The character image of the stone is preferably an image of the transformed form of a character with similar status information.

[0021] Next, the flow of the game in this embodiment will be described. The game is composed of at least one or more stories. Figure 3 is a diagram for explaining the flow of one story.

[0022] The story includes a deck formation part 10, an episode 11, an action part 12, a transformation part 13, a battle part 14, an ending part 15, and a result part 16.

[0023] The deck formation part 10 is a part for forming a deck from the cards and stones in possession. When forming the deck, as character frames, from the cards in possession, select the card of the main first character, the card of the sub second character, and the card of the third character using the friend function described later. One card of the first character, two cards of the second character, and up to one card of the third character can be selected. However, it is necessary to select exactly one card of the main first character. Also, up to four stones can be included in the deck from the stones in possession. Furthermore, it is also possible to add one stone as a spare stone.

[0024] Episode 11 is the part where the character's episode is displayed and is not an object of the player's operation. Episode 11 is inserted between parts in a timely manner.

[0025] Action part 12 is the main part of the game and is an object of the player's operation. Action part 12 includes a plurality of turns 20. The number of turns 20 in one action part 12 is predetermined. For example, one action part 12 is composed of 6 turns. The player can select one action for each turn 20. The types of actions are area investigation 21, order reception 22, and rest 23.

[0026] Area investigation 21 is an action of selecting one spot from the spots scattered in the area selected at the start of the story (game) and investigating the selected spot. The spots have some attributes. When the investigation of the spot is completed, according to the investigation result of area investigation 21, the parameters of the characters in the deck increase, and investigation points are awarded. The investigation result of area investigation 21 has success and failure. When a successful investigation result is obtained, the parameters of the characters in the deck increase, and investigation points are awarded. In particular, the increase rate of the attribute value of the character with the same attribute as the spot attribute becomes high. The awarded investigation points are the points required to complete the action part and are accumulated.

[0027] Area investigation 21 is performed by consuming action point, which is a parameter that increases the success rate of area investigation 21 and order reception 22. The action point, which is a parameter that increases the success rate, is assigned the maximum value at the start of action part 12.

[0028] Order reception 22 selects a predetermined request (mission) from the game management side. By achieving the request (mission), the parameters of the characters in the deck increase, and investigation points are awarded and accumulated. In particular, many investigation points are awarded for completing the action part. The mission results of order reception 22 are success and failure. When a successful mission result is obtained, the parameters of the characters in the deck increase, and investigation points are awarded. Order reception 22 is carried out by consuming action points, which are parameters that increase the success rate.

[0029] Rest 23 is an action that restores action points, which are parameters that increase the success rate. By selecting the action of rest 23, the success rate of area investigation increases.

[0030] Any one of the above area investigation 21, order reception 22, and rest 23 is selected every 20 turns, the selected action is completed, and when the accumulated investigation points exceed a predetermined value, action part 12 can be completed.

[0031] When the accumulated investigation points exceed a predetermined value and action part 12 is completed, it proceeds to transformation part 13. Transformation part 13 is a part that produces the transformation of the first character, which is the main character. The transformation of the first character changes from the normal appearance of the first character during action part 12 to a combat appearance. Also, the transformation production of the transformation of the first character is different depending on the attribute values of the character changed by action part 12 and the like.

[0032] Fighting part 14 is a part where the transformed first character of the first type of game element and a non-player character prepared by the game operation side fight. In the fighting game, the victory or defeat of the fight is determined by parameters such as the attribute values of the stones in the deck and the intimacy of the characters. The fighting part is executed at least once in one story.

[0033] The ending part 15 is a production part prior to the result part of the game. The production performed in the ending part 15 varies depending on the attribute values of the characters changed by the action part 12 and the like.

[0034] When the ending part 15 ends, the result screen displays the parameters of the characters changed by the completion of the action part 12 and the battle part 14, the details of the stones to be given, and the like.

[0035] As described above, one feature of the game of this embodiment is to discover various second - type game elements using the first - type game elements, and the discovered second - type game elements have a great influence on the battle using the first - type game.

[0036] Also, it is a feature that the production of the subsequent transformation part 13 and the ending episode 15 varies according to the result of the action part 12 using the first - type game elements.

[0037] Next, the configuration of this embodiment will be described.

[0038] <Overall Configuration> FIG. 4 is a diagram showing an example of the overall configuration of the game system in this embodiment. As shown in FIG. 4, the game system includes player terminals 1 prepared for each of the game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.

[0039] The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0040] The player terminal 1 is a computer capable of executing a game program, connected to the communication line N via a wireless communication base station or the like, and capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a tablet computer, a controller of a stationary home game device, etc. Basically, there are a plurality of player terminals 1, which are operated by each player.

[0041] The game server 2 is a server system configured to include a single or a plurality of server devices, storage devices, and the like. The game server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for the operation of the game, distribute a game program and data necessary for executing the game on the player terminal 1, and the like.

[0042] FIG. 5 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in FIG. 5, the player terminal 1 includes a display 11 and a keyboard 12 which is an operation means. Further, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume adjustment button, a speaker, etc. (not shown).

[0043] The control board is equipped with various microprocessors such as a CPU, a GPU, and a DSP, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. Further, the control board is equipped with a so-called I / F circuit (interface circuit) such as a driver circuit of the touch operation panel 12. Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so as to enable reading and writing of data and transmission and reception of signals.

[0044] Next, the configuration of each device will be described.

[0045] <Configuration of the player terminal 1> FIG. 6 is a block diagram showing a functional configuration example of the player terminal 1.

[0046] As shown in FIG. 6, the terminal 1 includes a display unit 51, an operation input unit 52, a sound output unit 53, a communication unit 54, a storage unit 55, and a processing unit 56.

[0047] The display unit 51 displays various game screens based on the input image signal. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in FIG. 5, the display unit 51 corresponds to the display 3.

[0048] The operation input unit 52 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 56. The function of the operation input unit 52 can be realized by, for example, a keyboard, a mouse, a touch operation pad, a home button, a button switch, an element directly operated by the player's finger such as a joystick or a trackball, as well as an element for detecting motion and posture such as an acceleration sensor, an angular velocity sensor, an inclination sensor, or a geomagnetic sensor. In the example of the personal computer in FIG. 5, the operation input unit 52 corresponds to the keyboard 4.

[0049] The sound output unit 53 is for outputting sound such as sound effects related to the game based on the input sound signal.

[0050] The communication unit 54 connects to the communication line N to realize communication. The function of the communication unit 54 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, and the like.

[0051] The storage unit 55 stores in advance programs for operating the player terminal 1 and realizing various functions provided by the player terminal 1, data used during the execution of these programs, etc., or temporarily stores them each time processing is performed. The storage unit 55 can be realized by, for example, a solid state drive using an IC memory such as a RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0052] The storage unit 55 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 56 to exhibit functions described later. This program is distributed from the game server 2 or another app distribution server, etc. when the player has completed account registration. Also, the storage unit 55 stores a database necessary for executing the game. In the present embodiment, the storage unit 55 stores a player information database D1, a card information database D2, an owned card - stone information database D3, and a deck database D4.

[0053] The player information database D1 is a database in which various information of the player is stored. FIG. 7 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for player ID, a field for player name, a field for level, a field for owned card ID, a field for owned stone ID, a field for set deck, a field for story information, and a field for the last update date and time, and each piece of information is stored in association with each other.

[0054] The player ID field is a field in which identification information for identifying a player is described. The player name field is, for example, a field in which a nickname is described. The level field is a field in which the level of a player obtained by accumulating experience points is described. The held card ID field is a field in which the card identification information (card ID) of the cards held by the player is described. The held stone ID field is a field in which the card identification information (card ID) of the stones held by the player is described. The set deck field is a field in which the deck ID of the currently set deck is described. The story information field is a field in which the progress information of the story is described. The last update date / time field is a field in which the last update date / time of the game element information database D2 is described.

[0055] The game element information database D2 is a database in which information on game elements that appear or are used in the game is stored. FIG. 8 is a diagram showing an example of the game element information database D2. The card information database D2 includes a field for the card ID, a field for the character name, a field for the character information, a field for the basic character image, a field for the transformed character image, a field for the transformation effect, a field for the ending episode, and a field for the last update date / time.

[0056] The field of the card ID is the field where the identification information (game card ID) for identifying the card is described. The field of the character information is the field where the character information (for example, initial status information, etc.) of the character in which the character is incarnated is described. The field of the basic character image is the field where the image of the normal posture in the action part of the character is described. The field of the transformed character image is the field where the image of the posture after transformation in the battle part of the character, etc., is described. The field of the transformation effect is the field where transformation effects 1 to 3 are described. The field of the ending episode is the field where ending episodes 1 to 3 are described. The field of the last update date and time is the field where the last update date and time of the game element information database D2 is described.

[0057] The owned card and stone information database D3 is a database of the cards and stones owned by the player. Fig. 9 is a diagram showing an example of the owned card and stone information database D3. The owned card and stone information database D3 includes a field of the ID of the owned card or stone and a field of its status information. The field of the status information describes the status information such as the attribute of the card or stone, its attribute value, rank, level, etc.

[0058] The deck database D4 is a database in which the content of the deck compiled by the player is described. Fig. 10 is a diagram showing an example of the deck database D4. The deck database D4 includes a field of the deck ID, a field of the card ID of the first character, a field of the card ID of the second character, a field of the card ID of the third character, a field of the card ID of the fourth character, and a field of the stone ID of the stone.

[0059] The deck ID field is the field where the deck ID that identifies the deck is described. The field of the card ID of the first character, the field of the card ID of the second character, the field of the card ID of the third character, and the field of the card ID of the fourth character are the fields where the card ID of the main first character, the card IDs of the sub second and third characters, and the card ID of the fourth character rented from a friend are described. The stone ID field is the field where the stone and sub stone IDs included in the deck are described.

[0060] In addition, these databases can be sequentially downloaded by the game server 2 as the characters used in the game are added or changed.

[0061] The processing unit 56 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the storage unit 55, various input signals from the operation input unit 52, etc. The functions of the processing unit 56 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. This processing unit 56 includes, as main functional units, a player information management unit 101, a game execution control unit 102, a deck compilation unit 103, an action part execution control unit 104, a transformation part execution control unit 105, a battle part execution control unit 106, an ending episode execution control unit 107, a result part execution control unit 108, and a store presentation control unit 109.

[0062] The player information management unit 101 manages the player's information using the player information database D1. When there is an update to those information, the player information management unit 101 updates the player information database D1 and describes the update date.

[0063] The game execution control unit 102 controls and manages the progress of the entire game. For example, the game execution control unit 102 displays a menu screen such as a home screen and executes the process selected by the player. FIG. 30 is an example of the top home screen 60 of the game. The top home screen 60 includes a story button that transitions to various stories (action parts) of the game and a store button that transitions to the store.

[0064] The deck compilation unit 103 is a unit that compiles a deck from the cards and stones it holds. FIGS. 11 to 14 are diagrams for explaining deck compilation.

[0065] The deck compilation unit 103 displays a deck compilation screen. FIG. 11 is a screen for selecting a first character as the main character. Each character belongs to one of the teams based on attributes and the like, and by selecting a team, the card X of the character belonging to that team is displayed.

[0066] When the first character to be the main character is selected by the player, the deck compilation unit 103 displays a region selection screen for selecting the region that the deck is in charge of. FIG. 12 is a diagram showing an example of the region selection screen. Two first attributes and second attributes are associated with each region, and selecting the same attribute as the attribute of the main character works advantageously for increasing various parameters.

[0067] When the region selection is completed, the deck compilation unit 103 displays a selection screen for port characters to select the card of the second character as a sub and the card of the third character using the friend function. FIG. 13 is an example of the selection screen for support characters. The friend function is a function that allows a player to select a character held by another player other than the player himself / herself.

[0068] Finally, the deck compilation unit 103 displays a stone selection screen for selecting stones. FIG. 14 is a diagram showing an example of the stone selection screen. The player selects a desired stone from the stones they possess. When a stone is selected, the deck compilation unit 103 writes the content of the newly compiled deck to the deck database D4 and ends the deck compilation.

[0069] The action part execution control unit 104 controls and executes the action parts within the story. The action part 12 includes a plurality of turns 20. The number of turns 20 in one action part 12 is predetermined, for example, 6 turns. The player can select one action for each turn 20. The types of actions are area investigation 21, order reception 22, and rest 23. Whichever action of area investigation 21, order reception 22, or rest 23 is selected, the appearance of the displayed character is the normal appearance, that is, an appearance in a form approximated to the ratio of the human body. This normal appearance is referred to as the appearance of the first form in the following description.

[0070] When the story button on the top home screen 60 is selected, the action part execution control unit 104 starts the action part and displays an action part home screen 61 for selecting an action. FIG. 15 is an example of the action part home screen 61. On the action part home screen 61 in FIG. 15, selection buttons for selecting area investigation 21, order reception 22, and rest 23 are displayed, and the player can select any of the actions. Also, a first character is displayed on the action part home screen 61.

[0071] When the area survey 21 is selected, the action part execution control unit 104 presents the spots scattered in the area selected at the start of the story (game) and develops the investigation story of one spot selected by the player. The spots have any of the attributes. By consuming action point to complete the investigation of a spot, the action part execution control unit 104 increases the parameters of the characters in the deck and gives investigation points. The action part execution control unit 104 accumulates the given investigation points and displays them on the action part home screen 61 as investigation points 24. Incidentally, since the area survey 21 is aimed at increasing the parameters such as the attribute value of the character that composes the deck, especially the first character, the rate of giving investigation points is set to be less than that of the order reception 22. Also, on the action part home screen 61, the action point which is the success rate parameter 25 is displayed, and the action part execution control unit 104 consumes the action point which is this success rate parameter to develop the investigation story. To increase the action point which is the success rate parameter, it is necessary to execute the rest 23.

[0072] When the order reception 22 is selected, the action part execution control unit 104 presents the prepared mission to the player. By achieving the mission, the action part execution control unit 104 increases the parameters of the characters in the deck and gives investigation points. The action part execution control unit 104 accumulates the given investigation points and displays them on the action part home screen 61 as accumulated points 24. Incidentally, since the order reception 22 is aimed at accumulating investigation points for completing the action part, the increase rate of the parameters such as the attribute value of the character that composes the deck, especially the first character, is set low, and the rate of giving investigation points is set high. Also, on the action part home screen 61, the action point which is the success rate parameter 25 is displayed, and the action part execution control unit 104 consumes the action point which is the success rate parameter to execute the mission.

[0073] When rest 23 is selected, the action part execution control unit 104 executes a rest-time performance in which the first character appears, such as a conversation story with the first character. Rest 23 serves to increase the action point, which is a parameter 25 of the success rates of area investigation 21 and order reception 22, and also to increase the intimacy with the first character. The action points to be restored are determined by a lottery, that is, a random function. The action points to be restored may be zero.

[0074] The player selects one of the above area investigation 21, order reception 22, and rest 23 in one turn 20 and completes the selected action. The action part execution control unit 104 records the turn or story completed by the player in the story information of the player information database D1. When the accumulated investigation points exceed a predetermined value, the action part execution control unit 104 completes the action part 12 and notifies the transformation part execution control unit 105 of the completion of the action part 12.

[0075] The transformation part execution control unit 105 executes the transformation part 13 after the completion of the action part 12. The transformation part 13 is a part that produces the transformation of the first character, which is the main character. The transformation of the first character is from the appearance of the first form of the first character during the action part 12 to a combat appearance. Also, the transformation performance of the transformation of the first character varies depending on the attribute values of the character changed by the action part 12 and the like.

[0076] The transformation part execution control unit 105 determines the first character on the deck, identifies the card ID of the first character, and identifies the transformation effects 1 to 3 associated with the card ID from the card information database D2. The transformation effect 1 is a transformation effect selected when the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute. The transformation effect 2 is a transformation effect selected when the attribute value of the first attribute of the first character is smaller than the attribute value of the second attribute. The transformation effect 3 is a transformation effect selected when the attribute value of the first attribute of the first character is the same as the attribute value of the second attribute. FIG. 16 is a diagram showing an example of the transformation effect 1, and FIG. 17 is a diagram showing an example of the transformation effect 2. In the examples of FIGS. 16 and 17, the background is different depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character. Also, the lines of the first character may be changed. In addition, what is common to the transformation effects 1 to 3 is that the appearance of the first character after transformation is different from the normal appearance of the first character displayed in the action part 12, and is a deformed appearance of the first character, for example, transformed into a two-headed or three-headed body. For example, the appearance of the character after transformation is smaller than the appearance of the normal first character. This deformed combat appearance after transformation is hereinafter referred to as the appearance of the second form.

[0077] After the completion of the transformation part 13, the battle part execution control unit 106 executes the battle part 14 between the character that composes the deck and the non-player character. The victory or defeat of the battle is determined by the magnitude of the combat power calculated from the parameters of the stones in the deck and the intimacy of the first character. In addition, the first character appearing on the battle screen is the first character in the appearance of the second form transformed by the transformation part 13, and the background may be made different depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character. FIGS. 18 and 19 are diagrams showing an example of the battle screen. As described above, since the battle part 14 is not composed of a plurality of turns like the action part 12, the display time of the appearance of the character in the second form is inevitably shorter than the appearance of the first form in the action part 12.

[0078] When the battle part execution control unit 106 determines that the battle part 14 has been completed (for example, when the battle is won), it records in the story information of the player information database D1 that the battle part 14 has been completed.

[0079] The battle part execution control unit 106 also has a skip function for the battle part 14. The skip function is a function that allows the player to skip the battle part 14 again when re-executing a story that has been completed for all parts. This is because the action part 12 allows the player to select different actions for each turn and focuses on character growth. Therefore, even after one story is completed, it is meaningful to execute the action part 12 of that story multiple times. However, the battle part focuses on battles, and once a victory is achieved, there is less meaning in executing it multiple times.

[0080] When starting the battle part, the battle part execution control unit 106 checks the story information in the player information database D1. If the battle part 14 has been completed, it displays a message indicating that the battle part 14 can be skipped on the battle start screen of the battle part 14 and shows a battle skip button. FIG. 20 shows an example of the battle start screen. When the battle skip button is selected, the battle part execution control unit 106 skips without executing the battle part 14 and notifies the ending part execution control unit 107 of the completion of the battle part 14.

[0081] Note that although it is the difference between the time of the action part 103 and the time of the battle part 14, since the battle part 104 is a simple battle as described above, the time of the action part 103 is longer.

[0082] The ending part execution control unit 107 presents an ending episode in the ending part 15 after the end of the battle part 14. The ending episode differs depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character.

[0083] The ending part execution control unit 107 determines the first character of the deck, identifies the card ID of the first character, and identifies ending episodes 1 to 3 associated with the card ID from the card information database D2. Ending episode 1 is the ending episode selected when the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute. Ending episode 2 is the ending episode selected when the attribute value of the first attribute of the first character is less than the attribute value of the second attribute. Ending episode 3 is the ending episode selected when the attribute value of the first attribute of the first character is the same as the attribute value of the second attribute. FIG. 21 is a diagram showing an example of ending episode 1, and FIG. 22 is a diagram showing an example of ending episode 2. In the examples of FIGS. 21 and 22, the lines, characters appearing, background, etc. are different depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character.

[0084] The result part execution control unit 108 determines the rank of the stone to be given and displays the result screen. The rank of the stone to be given is obtained by converting each attribute value of the first character into an evaluation point and adding up the evaluation points. Then, the result part execution control unit 108 determines the rank of the stone based on the total value of the evaluation points. Also, the result part execution control unit 108 determines the attribute of the stone to be given. The result part execution control unit 108 determines the attribute based on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character. When the attribute value of the first attribute is greater than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the first attribute. On the other hand, when the attribute value of the first attribute is less than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the second attribute. When the attribute value of the first attribute is the same as the attribute value of the second attribute, either the first attribute or the second attribute is selected by lottery.

[0085] The result part execution control unit 108 displays a result screen of a story including information such as the rank and attributes of the stones to be granted. FIG. 23 is an example of the result screen. In FIG. 23, the attribute values of the first character and the information of the stones to be granted are presented.

[0086] When the store button on the top home screen 60 is selected, the store presentation control unit 109 requests the server 2 for a store screen, and from the received store screen information, displays the store screen with the purchase buttons of the cards to be traded selectable. FIG. 31 is a diagram showing an example of the store screen. The store screen in FIG. 31 includes a list of held currencies 90, card purchase buttons 91, 92, and 93, and a rarity determination gauge 94.

[0087] The list of held currencies 90 displays a list of the currencies held by the player. The currency is what becomes the price of the card, and in this embodiment, it includes card tickets, free currency, and paid currency. Card tickets and free currency are granted by the game operation side for free. There are multiple types of card tickets, including a normal card ticket that can acquire one card and a consecutive card ticket that can acquire ten cards consecutively. The free currency can be used in units of one, and can be used to acquire cards and other items. The paid currency can be acquired by exchanging with money, and like the free currency, can be used in units of one, and can be used to acquire cards and other items.

[0088] The card purchase button 91 is a button that can acquire a card at a price cheaper than the normal card price, limited to once a day. However, the currency that can be used is limited to paid currency. In this embodiment, 100 currencies are required to acquire one card, but by selecting the once-a-day limited card button 91, it is possible to acquire one card with 50 currencies. The once-a-day limited card button 91 cannot be used until the next day after it is selected and exchanged with a card. Note that "one day" is an example, and other periods such as three days or one week can also be used as long as it is a predetermined period.

[0089] The card purchase button 92 can consume currency to obtain one card. The available currency can be any of card tickets, free currency, and paid currency.

[0090] The card purchase button 93 can consume currency to obtain ten cards. The available currency can be any of card tickets, free currency, and paid currency. The advantage of continuously purchasing ten cards is that the probability of obtaining a high - rarity card increases as described later. For any card purchase using the card purchase buttons 91, 92, and 93, the rarity of the card is determined by a lottery by the game device 1 or the server 2, and a card of that rarity is awarded. The winning probability of a high - rarity card is low.

[0091] The rarity determination gauge 94 is a gauge indicating the number of card offers (the number of times the player obtains) to the player, and one gauge increases every time one card is obtained. In this embodiment, it is a system in which by obtaining 100 cards, one high - rarity card is surely awarded.

[0092] In this embodiment, the priority order of the currency consumed when purchasing a card is predetermined. In this embodiment, it is consumed in the order of card tickets, free currency, and paid currency.

[0093] <Configuration of the game server 2> FIG. 24 is a block diagram showing a functional configuration example of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.

[0094] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs, data, received information, etc. stored in the storage unit 72. The functions of the processing unit 70 can be realized by electronic components such as microprocessors like CPUs and GPUs, ASICs, and IC memories. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0095] The player information management unit 80 manages player information. Player information has a player information database D1, an owned card - stone information database D3, and a deck database D4 for each player ID.

[0096] The player information management unit 80 compares the player ID, update information and last update date and time of each database sent when the player terminal 1 logs in to the game with the contents of each database of the player ID stored on the game server 2 side. If they match, it notifies accordingly; if not, it synchronizes the contents of each database between the player terminal 1 and the game server 2 by sending the contents of each database of the player ID stored on the game server 2 side.

[0097] The game execution management unit 81 manages the game. It mainly has a game element information database D2 and, when there is an update to the game elements, sends the update information to the player terminal 1. And it synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2 when logging in to the player terminal 1, etc.

[0098] The store management unit 82 manages a store that provides cards using a provided card information database D10 and a player - owned currency information database D11. FIG. 32 is a diagram showing an example of the provided card information database D10, and FIG. 33 is a diagram showing an example of the player - owned currency information database D11. The provided card information database D10 includes a field for card ID, a field for rarity information, and a field for winning probability. The field for card ID is the field in which the card ID identifying the card is described. The field for rarity information is the field in which the rarity information of the card is described, and the higher the numerical value, the higher the rarity. The field for winning probability is the field in which the winning probability of the card is described, and the higher the numerical value, the higher the probability of winning.

[0099] The player-owned currency information database D11 includes a field for player ID, a field for free currency, a field for tickets, a field for paid currency, a field for purchase history information, and a field for accumulated provision times. The field for player ID is the field in which the player ID of the player is described. The field for free currency is the field in which the number of free currency held by the player is described. The field for tickets is the field in which the number of free currency held by the player is described. The field for paid currency is the field in which the number of paid currency held by the player is described. The field for purchase history information is the field in which the purchase history of the player's cards and currency is described. The field for accumulated provision times is the field in which the accumulated number of times of providing cards to the player is described.

[0100] The store management unit 82 receives a request from the player terminal 1, refers to the provided card information database D10 and the player-owned currency information database D11, determines the card to be provided as the cost of currency consumption, and transmits the card ID information.

[0101] The communication unit 71 connects to the communication line N to realize communication.

[0102] The storage unit 72 stores a system program and a game program. The system program is a program for realizing the basic functions of the computer of the game server 2. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0103] Furthermore, in the recording unit 72, player information databases D1, D3 for holding card - stone information, D4 for deck database, D10 for provided card information, and D11 for player - held currency information are stored for each player ID.

[0104] <Operation of the player terminal 1> The operation of the player terminal 1 will be described.

[0105] <Operation of the action part 12> First, the operation of the action part execution control unit 104 will be described. FIG. 25 is an operation flowchart of the action part execution process executed by the action part execution control unit 104.

[0106] When the deck compilation is completed and the player starts the game, the action part of a predetermined story is started. The appearance of the character in the action part is in the form of the first form. As shown in FIG. 15, the action part execution control unit 104 presents the actions of area investigation 21, order reception 22, and rest 23 in a selectable manner (Step 100). The player selects one of the presented actions.

[0107] When Area Survey 21 is selected (Step 101), the Action Part Execution Control Unit 104 executes Area Survey 21 (Step 102). When the completion condition of Area Survey 21 is satisfied by the player's play (Step 103), the parameters of the first character in the deck are increased, and investigation points are given to the player (Step 104). In the case of an area survey, it is preferable to increase the increase rate of the parameters of the first character and reduce the granting of investigation points in order to balance with other actions.

[0108] When Order Receiving 22 is selected (Step 105), the Action Part Execution Control Unit 104 executes Order Receiving 22 (Step 106). When the completion condition of Order Receiving 22 is satisfied by the player's play (Step 107), the parameters of the first character in the deck are increased, and investigation points are given to the player (Step 108). In the case of Order Receiving 22, it is preferable to reduce the increase rate of the parameters of the first character and increase the granting of investigation points in order to balance with other actions.

[0109] When Rest 23 is selected (Step 110), the Action Part Execution Control Unit 104 executes Rest 23 (Step 111). When the completion condition of Rest 23 is satisfied by the player's play (Step 112), the parameters of the first character in the deck are increased, and action points are given to the player (Step 113). In the case of Rest 23, the increase rate of the intimacy of the parameters of the first character is increased.

[0110] As described above, by making the increase rate of the character's parameters and the number of points granted (investigation points, action points, etc.) different in each action, it is important for the player to select each action in a well-balanced manner.

[0111] Next, the action part execution control unit 104 determines whether the action part 12 has been completed (Step 109). The determination of the completion of the action part 12 is made based on whether the player's accumulated investigation points exceed a predetermined value. When the player's accumulated investigation points exceed the predetermined value at the completion of a predetermined turn 20 (Step 114), the action part execution control unit 104 ends the action part 12, updates the story information, and proceeds to the transformation part 13 (Step 115).

[0112] <Operation of the transformation part 13> The operation of the transformation part execution control unit 105 will be described. FIG. 26 is an operation flowchart of the transformation part execution process executed by the transformation part execution control unit 105.

[0113] The transformation part execution control unit 105 determines the first character of the deck (Step 120). Then, the transformation part execution control unit 105 selects transformation effects 1 to 3 associated with the first character (Step 121).

[0114] The transformation part execution control unit 105 determines the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character (Step 122). When the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 123), the transformation part execution control unit 105 selects the transformation effect 1 (Step 124). When the attribute value of the first attribute is smaller than the attribute value of the second attribute (Step 125), the transformation part execution control unit 105 selects the transformation effect 2 (Step 126). When the attribute value of the first attribute is the same as the attribute value of the second attribute (Step 130), the transformation part execution control unit 105 selects the transformation effect 3 (Step 130).

[0115] The transformation part execution control unit 105 executes the selected transformation effect (Step 127). Subsequently, the transformation part execution control unit 105 displays the appearance of the first character after transformation. The appearance after transformation is the appearance of the second form obtained by deforming the first character (Step 128). Then, the transformation part execution control unit 105 ends the transformation part 13 and proceeds to the battle part 14 (Step 129).

[0116] <Operations of the battle part 14> The operations of the battle part execution control unit 106 will be described. FIG. 27 is an operation flowchart of the battle part execution process executed by the battle part execution control unit 106.

[0117] The battle part execution control unit 106 determines whether to skip the battle part (Step 140). The battle part execution control unit 106 checks the story information in the player information database D1. If the battle part 14 is completed (Step 141), as shown in FIG. 20, it displays that it can be skipped on the battle start screen of the battle part 14 and displays a battle skip button (Step 142). When the battle skip button is selected (Step 143), the battle part execution control unit 106 skips the battle part 14 and proceeds to the ending part 15 (Step 150).

[0118] On the other hand, when the battle skip button is not selected or skipping is not possible, the battle part execution control unit 106 reads the parameters of the stones in the deck and the intimacy of the first character (Step 144), and calculates the player's combat power 1 (Step 145). The battle part execution control unit 106 calculates the combat power 2 of the opponent player (non-player character) (Step 146). Then, the battle part execution control unit 106 determines the victory or defeat of the battle (Step 147).

[0119] When the combat power 1 of the player is greater than the combat power 2 of the opponent player (non-player character) (Step 148), the combat part execution control unit 106 determines that the player has won (Step 149). When the combat power 1 of the player is less than the combat power 2 of the opponent player (non-player character) (Step 148), the combat part execution control unit 106 determines that the player has won (Step 151). Then, the combat part execution control unit 106 ends the combat part 14 and shifts to the ending part 15 (Step 150).

[0120] Note that regarding the skip of the combat part, in the above description, the possibility of skipping the combat was presented before the start of the combat part 14, but it is not limited to this, and it may be presented at the start of the story.

[0121] <Operation of Ending Part 15> The operation of the ending part execution control unit 107 will be described. FIG. 28 is an operation flowchart of the ending part execution process executed by the ending part execution control unit 106.

[0122] The ending part execution control unit 107 determines the first character of the deck (Step 160). Then, the ending part execution control unit 107 selects ending episodes 1 to 3 associated with the first character (Step 161).

[0123] The ending part execution control unit 107 determines the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character (Step 162). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 163), the ending part execution control unit 107 selects ending episode 1 (Step 164). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 2 (Step 167). If the attribute value of the first attribute is the same as the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 3 (Step 168).

[0124] The ending part execution control unit 107 executes the selected ending episode (Step 168). Then, the ending part execution control unit 107 ends ending part 15 and transfers to result part 16 (Step 169).

[0125] <Operations of result part 16> The operations of the result part execution control unit 108 will be described. FIG. 29 is an operation flowchart of the result part execution process executed by the result part execution control unit 108.

[0126] The result part execution control unit 108 determines the rank of the stone to be given (Step 180). The result part execution control unit 108 converts each attribute value of the first character into an evaluation point (Step 181) and sums up the evaluation points (Step 182). Then, the result part execution control unit 108 determines the rank of the stone based on the total value of the evaluation points (Step 183).

[0127] Subsequently, the result part execution control unit 108 determines the attribute of the stone to be assigned (Step 184). The result part execution control unit 108 determines the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character (Step 184). When the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone as the first attribute (Step 186). When the attribute value of the first attribute is smaller than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone as the second attribute (Step 186).

[0128] The result part execution control unit 108 displays a result screen of the story including information such as the rank and attribute of the stone to be assigned (Step 187). Then, the player is assigned a stone (Step 188).

[0129] <Operation of Card Provision Process> The operation of providing the card will be described. FIG. 34 is a flowchart of the operation of the card provision process.

[0130] When the store button on the top home screen 60 in FIG. 30 is selected, the store presentation control unit 109 of the player terminal 1 transmits a request for store screen information (including the player ID) to the server 2.

[0131] The store management unit 82 of the server 2 receives the request from the player terminal 1, refers to the player-owned currency information database D11 of the player ID, and acquires the ticket, free currency, paid currency, accumulated provision times, and purchase history information held by the player (Step 200). The store management unit 82 transmits the store screen information including the acquired free currency, paid currency, accumulated provision times, and purchase history information (Step 201).

[0132] When the store presentation control unit 109 of the player terminal 1 receives the store screen information (Step 203), it displays the store screen 61 as shown in FIG. 31 from the free currency, paid currency, accumulated provision times, and purchase history information included in the store screen information (Step 204). FIG. 35 is a diagram for explaining the transition of the store purchase screen. FIG. 35(a) is an example when the one-day limited card purchase has not been made.

[0133] When any of the card purchase buttons 91, 92, and 93 is selected by the player, the store presentation control unit 109 determines the currency required for the provision (Step 206). Here, the order of consuming the currency is ticket, free currency, and paid currency in that order. The store presentation control unit 109 determines the currency required to purchase the card of the selected card purchase button according to this order.

[0134] When the player has tickets (Step 207), the store presentation control unit 109 notifies the consumption of the tickets, and when the decision button is selected, it transmits the purchase decision to the server 2. FIG. 35 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 in card purchase. In the example of FIG. 35(a), the card purchase button 92 is selected. After the selection of the card purchase button 92, the store presentation control unit 109 notifies that it will consume the ticket with the highest priority as the currency to be consumed (FIG. 35(b)).

[0135] The store management unit 82 of the server 2 receives the purchase decision, consumes the tickets, and updates the consumed ticket amount from the ticket field in the player-owned currency information database D11 (Step 212).

[0136] On the other hand, when the player does not hold a ticket (Step 209), the store presentation control unit 109 consumes the second-ranked free currency (Step 210) and determines whether the required currency is sufficient (Step 211). If the required currency is not sufficient (Step 211), the store presentation control unit 109 consumes the third-ranked paid currency (Step 220) and determines whether the required currency is sufficient (Step 221). When the store presentation control unit 109 determines that the required currency is sufficient, it gives a notice. When the purchase decision button is selected, it sends a purchase decision to the server 2. FIG. 36 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 in card purchase. In the example of FIG. 36(a), the card purchase button 93 is selected. After the selection of the card purchase button 93, the store presentation control unit 109 notifies that it will consume all the free currencies with a higher priority as the currency to be consumed and consume the shortage from the paid currency (FIG. 36(b)).

[0137] The store management unit 82 of the server 2 receives the purchase decision and updates the number of free or paid currencies consumed from the free or paid currency fields in the player-held currency information database D11 (Step 212).

[0138] Next, the store management unit 82 determines whether it is necessary to change the lottery probability for determining the type of card to be provided (Step 213). When the player's accumulated provision times are equal to or more than a predetermined upper limit value (Step 214), the store management unit 82 changes the lottery probability of the card (Step 215). For example, the lottery probability of the cards described in the provided card information database D10 is changed so that at least one card with the highest rarity will surely win. On the other hand, when the player's accumulated provision times are less than the predetermined upper limit value (Step 213), the store management unit 82 executes the lottery of the card according to the winning probability of the provided card information database D10 (Step 216). Then, the store management unit 82 provides the winning card (Step 217).

[0139] Subsequently, the store management unit 82 executes an update process for the accumulated provision count (Step 218). FIG. 37 is a flowchart of the update process for the accumulated provision count.

[0140] The store management unit 82 calculates the accumulated provision count N = (N + n), where N is the accumulated provision count, n is the current provision count, and X is the upper limit value (Step 230) (Step 231). If (N + n) is greater than or equal to the upper limit value X (Step 232), the store management unit 82 sets the accumulated provision count N to (N - X) and updates the accumulated provision count of the player ID in the player-owned currency information database D11 to (N - X) (Step 233). On the other hand, if (N + n) is less than the upper limit value X (Step 232), the store management unit 82 sets the accumulated provision count N to (N + n) and updates the accumulated provision count of the player ID in the player-owned currency information database D11 to (N + n) (Step 234). Thus, the update process for the accumulated provision count ends.

[0141] FIG. 35(c) and FIG. 36(c) are examples of store screens displayed on the player terminal 1 after card provision. In the case of FIG. 35(c), it is an example of a store screen when a card is provided once by consuming a ticket. The number of held tickets in the held currency list 90 decreases by 1 to 0, the provision count (accumulated provision count) of the rarity determination gauge 94 increases by 1, increasing from 60 times to 61 times. On the other hand, in the case of FIG. 36(c), it is an example of a store screen when a card is provided 10 times by consuming free currency and paid currency. The free currency and paid currency in the held currency list 90 decrease by the consumed amounts respectively (the free currency decreases from 800 to 0, and the paid currency decreases from 1000 to 800). Furthermore, since the provision count (accumulated provision count) of the rarity determination gauge 94 exceeds the upper limit value of 100 times, the gauge extends up to the upper limit value of 100 times (Max state). Also, since the provision count (accumulated provision count) before the provision was 95 times, 5 times (= 105 - 100), which is the overflow of the provision count, is displayed as the current provision count (accumulated provision count).

[0142] In this embodiment, a plurality of actions are prepared in the action part, and each action is configured to affect the status information of the first type of game element (character). The status information of the first type of game element (character) enables the acquisition of different second type of game elements (stones). With such a configuration, players can continue the game without getting bored and can provide a highly interesting game.

[0143] Also, since the form of the first type of game element (character) in the action part is different from the form of the first type of game element (character) in the battle part, players can provide a highly interesting game without getting bored.

[0144] Furthermore, the transformation effect executed when transitioning from the action part to the battle part is different depending on the result of the action in the action part. Therefore, players can provide a highly interesting game without getting bored. Similarly, the ending episode of the story ending part is also different depending on the result of the action in the action part, so players can provide a highly interesting game without getting bored.

[0145] Also, this embodiment is equipped with a skip function that can skip a battle that has been completed once, and the story can be repeatedly executed without repeating the battle.

[0146] Also, the store in this embodiment consumes the currency required for the card in the order of tickets, free currency, and paid currency, so players can retain the precious paid currency until the end.

[0147] Furthermore, by giving players the opportunity to obtain high - rarity cards depending on the number of card offers, the players' purchasing desire can also be increased.

[0148] <Variant Example of Store Operation> The above-described store has explained the operations that are constantly performed. However, providing various cards and items, or giving special advantages for a limited period, is an important factor in maintaining the player's interest in the game and continuing the game. Therefore, a modified example of the item-providing method of the store will be explained.

[0149] Explain the outline of the modified example. The item-providing method of the modified example is performed for a limited period. Here, the items include cards, tickets that are advantageous for the progress of the game, and items. The item-providing includes a plurality of steps, and achievement conditions are set for each step. By the player achieving the achievement conditions, the player can proceed to the next step. The items provided in each step, their rarity, and the winning probability are disclosed to the user. The player checks the disclosure information of each step, executes the item-providing, and obtains the items.

[0150] To execute the above item-providing method, the server 2 has a providing information database for each step. FIG. 38 is a diagram showing an example of the providing information database D20 from step 1 to step 4. The providing information database D20 for each step includes a field for the achievement conditions of the step, a field for the rarity information of the items, a field for the provided items, and a field for the winning probability of the items. In each step, the achievement conditions of the step, the types of the provided items, and the winning probability of the items are different.

[0151] When the store management unit 82 of the server 2 receives a request for executing step-up providing from the player terminal 1, it reads out the information of the fields of each step of the providing information database D20 and transmits the step-up providing information to the player terminal 1. When the store presentation control unit 109 of the player terminal 1 receives the step-up providing information, it displays a step-up providing screen. FIG. 39 is an example of the step-up providing screen. The player can check the provided content of the step by selecting the tab of each step.

[0152] By meeting the achievement conditions for each step, the player can execute the provision of items for the content of the next step. For example, the achievement condition for Step 1 is to obtain an item once with a ticket, and upon achieving it, the player can proceed to Step 2.

[0153] Each time a step is provided, the store management unit 82 of server 2 stores the purchase history in the field of the player's purchase history information in the player-owned currency information database D11, and when the step achievement condition is met, it enables the provision of items for the next step. Note that when the last step is completed, it may return to the first step again and cycle through the step provision. With such a configuration, it is possible to maintain the player's interest in the game and keep the game going.

[0154] <Other Embodiments> In the above embodiment, the execution of the story content was described. In this embodiment, a configuration for executing content that increases the intimacy between the player and the character will be described.

[0155] FIG. 40 is a block diagram showing a functional configuration example of the player terminal 1 in this embodiment. Compared with the above embodiment, it is different in that it includes an interaction part execution control unit 110. The interaction part execution control unit 110 executes the interaction part. The interaction part is content not included in the story of the above embodiment.

[0156] In the interaction part, a character in the first form or a character in the third form is displayed. The third form is a deformed form in which the appearance of the character in the first form is deformed, for example, into a two-headed or three-headed form. That is, the second form is a deformed form of the character in the first form wearing a battle suit, so-called battle form deformed appearance, and the third form is a deformed form of the character in the first form in civilian clothes, so-called civilian form deformed appearance.

[0157] When the base button on the top home screen 60 is selected, the AC part execution control unit 110 starts the control execution of the AC part and displays the AC part home screen 62. FIG. 41 is an example of the AC part home screen 62. On the AC part home screen 62 in FIG. 41, selection buttons for selecting the smartphone 26 and the friendship 27 are displayed, and the player can select any action. Also, a character is displayed on the AC part home screen 62. The character displayed on the AC part home screen 62 may be the main character and the sub-character edited by the player in the deck formation part, or may be the character set by the player as the character displayed on the AC part home screen 62. Any character is displayed in the third form.

[0158] When the smartphone 26 is selected, the AC part execution control unit 110 displays the message list screen 63. The message list screen 63 is a screen including an image of a mobile terminal having a display screen (area) on which a message list is displayed. In this way, when the message with the character is displayed on the mobile terminal shown on the screen, the player is recognized as being immersed in the game world view, so the interest of the game is improved.

[0159] The communication part execution control unit 110 displays messages with characters and messages with characters belonging to a class on the message list screen 63. FIG. 42 is an example of the message list screen 63. On the message list screen 63, the communication part execution control unit 110 displays messages in a simple display mode. In the simple display mode, a part of the latest message with each character is listed in chronological order of the transmission / reception date and time. As shown in FIG. 42, in the simple display mode, it is listed in association with the profile image indicating the character of the message recipient and the name of the character. Note that at least one of the profile image (icon) and the name with which the message is associated may be displayed. Also, the character image of the icon may be a character image in any of the first to third forms.

[0160] The messages displayed on the message list screen 63 are preferably displayed so that it is possible to distinguish between read and unread messages. In the example of FIG. 42, a symbol mark "1" indicating that there is one unread message in the messages of character A is attached.

[0161] When any one of the messages displayed on the message list screen 63 is selected, the communication part execution control unit 110 displays the message screen 64. On the message screen 64, the communication part execution control unit 110 displays messages in a detailed display mode. FIG. 43 is a diagram showing an example of the message screen 64. As shown in FIG. 43, on the message screen 64, the full text of the message is displayed in the form of a balloon in the message display area provided near the icon indicating the character of the message recipient.

[0162] When the icon on the message list screen 63 or the icon on the message screen 64 is selected by the player, the communication part execution control unit 110 displays information about the character associated with the icon.

[0163] The communication part execution control unit 110 presents a plurality of response messages so that the player can select them in response to a message from a character.

[0164] When the friendship button 27 on the friendship screen 62 of the communication part home screen 62 is selected, the communication part execution control unit 110 displays the friendship screen 65. FIG. 44 is a diagram showing an example of the friendship screen 65. On the friendship screen 65, a character in the first form is displayed. The character displayed on the friendship screen 65 may be arbitrarily selected by the player or may be the main character selected in the formation part. On the friendship screen 65, the intimacy level with the player is displayed as the love level. This love level is used for the victory or defeat of battles in the battle part. The battle part execution control unit 106 calculates the combat power from the parameters of the deck stones and the intimacy level with the first character and determines the victory or defeat of the battle.

[0165] When the present button 28 on the friendship screen 65 is selected, the communication part execution control unit 110 displays the present screen 66. FIG. 45 is an example of the present screen 66. On the present screen 66, a character in the first form is displayed. The background of the present screen 66 may be changed according to the intimacy level with the character. For example, an indoor image may be used as the background, and different indoor images may be used according to the intimacy level, or the decorations in the same indoor image may be made more luxurious according to the intimacy level.

[0166] On the present screen 66, a present list 29 is displayed, and a list of images of presents that can be given to the character is displayed so that it can be selected. Also, on the friendship screen 65, when an image of a present is selected, the number that can be given to the character can be set.

[0167] The types of presents that can be given to each character are set in advance. Also, the compatibility with each type of present is set, and the rate at which intimacy increases by giving a present varies. The interaction part execution control unit 110 increases the intimacy of the character according to the compatibility of the given present. If a present is given when the intimacy has reached its maximum value, the interaction part execution control unit 110 displays a dialog indicating that the intimacy is at its maximum value or that the intimacy will not increase, and controls the intimacy not to increase by making it impossible to give a present.

[0168] When a present is given, the interaction part execution control unit 110 displays a line that is set according to the suitability of the present. By displaying the line in this manner, the player can feel an interaction with the character, which increases the interest of the game.

[0169] In the above embodiment, the character in the third form displayed in the interaction part is one type, but a plurality of modes may be set and a different third form character may be displayed for each mode. For example, two modes may be set and in one mode, the character is displayed in a deformed form in plain clothes, and in the other mode, the character is displayed in a deformed form with the head wearing the second form's combat uniform (mask, helmet, etc.) and the body wearing plain clothes.

[0170] In the above embodiment, the presents to be given to the character are not limited in type and number, but the presents to be given may be limited in type and number for a limited time. In this way, presents that match the season can be given, and the player can feel closer to the world of the game, improving the appeal of the game. Furthermore, the type of presents that can be given and the characters that can give presents may be set according to the progress of the game (progress of the story). In this way, the story strategy and the exchange content are linked, which increases the interest of the game.

[0171] <Other embodiments> In the above embodiment, the success rate parameter 25 was only one of the action points, but a configuration in which there are multiple types of success rate parameters 25 may be used. In the case of such a configuration, when the rest 23 is selected, the action part execution control unit 104 may restore all types of success rate parameters to be restored, or may restore at least any one type, and the recovery amount and the type of parameter to be restored are determined by lottery (random function).

[0172] Further, when the success rate parameter is less than a predetermined value, the action part execution control unit 104 may display, on the action part home screen 61, a display prompting the selection of the rest 23. In this case, it is preferable to display in a mode where the sub-character talks.

[0173] The action part execution control unit 104 may display, on the action part home screen 61, a first character with an expression corresponding to the action point which is the success rate parameter 25. In this case, different expressions before and after the execution of the rest performance, for example, a tired expression and a lively expression, etc., different first characters with expressions will be displayed on the action part home screen 61.

[0174] When the rest 23 is selected when the action point which is the success rate parameter 25 is at the maximum value, one turn of the action part 12 is wasted. Therefore, the action part execution control unit 104 may present a confirmation dialog such as whether the rest 23 can be executed or there is no need to execute the rest 23, and may be configured not to execute the rest performance. That is, the action part execution control unit 104 may be configured to control so that the rest 23 can be selected after the area survey 21 or the order reception 22 is selected.

[0175] As mentioned above, the present invention has been described by giving preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and various modifications can be made and implemented within the scope of the technical idea.

[0176] [Appendix 1] Function a computer as a means for executing a battle game using a character associated with a first type of game element, a means for executing communication by messages with the character, and the communication execution means displays the message with the character in a first mode and displays the message selected from the messages displayed in the first mode in a second mode. Program.

[0177] [Appendix 2] The first mode is to simply display the messages with each character, and the second mode is to display the messages with each character in detail. The program according to Appendix 1.

[0178] [Appendix 3] The first mode is a simple display that lists a part of the latest message with each character, and the second mode is a detailed display that shows the message history including the full text of the latest message. The program according to Appendix 1 or Appendix 2.

[0179] [Appendix 4] The communication execution means displays the message together with an image of a mobile terminal having an area where the message is displayed. The program according to any one of Appendices 1 to 3.

[0180] [Appendix 5] The communication execution means displays the unread messages in the first mode with a symbol mark attached. The program according to any one of Appendices 1 to 4.

[0181] [Appendix 6] The AC part execution means displays a message with a group consisting of a plurality of characters. The program according to any one of Appendices 1 to 5.

[0182] [Appendix 7] In the first aspect, a part of the latest message is displayed in association with at least one of an icon and a name indicating the character of the message recipient. The program according to any one of Appendices 1 to 6.

[0183] [Appendix 8] In the second aspect, the entire text of the message from the message recipient is displayed in the form of a balloon in a message display area provided near the icon indicating the character of the message recipient. The program according to any one of Appendices 1 to 7.

[0184] [Appendix 9] When the icon is selected, information about the character is displayed. The program according to any one of Appendices 1 to 8.

[0185] [Appendix 10] A reply to the message from the character is selected from the displayed options. The program according to any one of Appendices 1 to 9.

[0186] [Appendix 11] A battle part execution means for executing a battle game using a character associated with a first type of game element, An AC part execution means for executing communication by a message with the character, and the AC part execution means displays the message with the character in the first aspect and displays the message selected from the messages displayed in the first aspect in the second aspect. A game device.

Explanation of Signs

[0187] 1 Game terminal 2 Game server 10 Deck compilation part 11 Episode 12 Action part 13 Transformation part 14 Battle part 15 Ending part 16 Result part 80 Player information management department 81 Game execution management department 82 Store management department 101 Player information management department 102 Game execution control department 103 Deck compilation department 104 Action part execution control department 105 Transformation part execution control department 106 Battle part execution control department 107 Ending episode execution control department 108 Result part execution control department 109 Store presentation control department

Claims

1. A computer, deck compilation means for compiling a deck including a first group including a character serving as a main character and at least one or more characters serving as sub-characters, and a second group including items corresponding to the attributes of the characters, action part execution means for increasing the attribute value of the character for compiling the deck based on an increase value set for one action selected by the player from a plurality of types of actions, battle part execution means for executing a battle game using the characters for compiling the deck, a part for increasing the intimacy between the characters for compiling the deck and the player, and functioning as communication part execution means for executing communication by messages with the characters for compiling the deck, the action part execution means determines the item to be given using the attribute value of the character at the end of the action part, the battle part execution means determines the victory or defeat of the battle game using the intimacy of the characters for compiling the deck and the attribute value of the item, the communication part execution means displays the messages with each character for compiling the deck in a first mode, and displays the message selected from the messages displayed in the first mode in a second mode, A program.

2. The first mode is for simply displaying messages with each character, The second mode is for displaying messages with each character in detail, The program according to claim 1.

3. The first mode is a simple display for listing a part of the latest messages with each character, The second mode is a detailed display for displaying a history of messages including the full text of the latest messages, The program according to claim 1 or claim 2.

4. The communication part execution means displays the message together with an image of a mobile terminal having an area where the message is displayed, The program according to claim 3.

5. The communication part execution means displays the message of the first mode unread by the player with a symbol mark, The program according to claim 4.

6. The communication part execution means displays messages with a group consisting of a plurality of characters, The program according to claim 5.

7. The first aspect is to display a part of the latest message in association with at least one of an icon and a name indicating the character of the message recipient. The program according to claim 6.

8. The second aspect is to display the full text of the message from the message recipient in the form of a speech bubble in a message display area provided near the icon indicating the character of the message recipient. The program according to claim 7.

9. When the icon is selected, information about the character is displayed. The program according to claim 8.

10. A reply to the message from the character is selected from the displayed options. The program according to claim 9.

11. A deck editing means for editing a deck including a first group including a character serving as a main character and at least one or more characters serving as sub-characters, and a second group including items corresponding to the attribute values of the characters; An action part execution means for increasing the attribute value of the character for editing the deck based on an increase value set for one action selected by the player from a plurality of types of actions; A battle part execution means for executing a battle game using the characters for editing the deck; An interaction part execution means for increasing the intimacy between the characters for editing the deck and the player, and executing an interaction by a message with the characters for editing the deck; Comprising: The action part execution means determines the item to be granted using the attribute value of the character at the end of the action part. The battle part execution means determines the victory or defeat of the battle game using the intimacy of the characters for editing the deck and the attribute value of the item. The interaction part execution means displays the message with the characters for editing the deck in the first aspect, and displays the message selected from the messages displayed in the first aspect in the second aspect. A game device.

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