Game program, game system, and information processing method
The game program visually distinguishes the primary contributor to damage increase, addressing the ambiguity in existing systems and enhancing player engagement.
Patent Information
- Application Number
- JP2021183722
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-10
- Publication Date
- 2025-07-16
- Estimated Expiration
- 2041-11-10
AI Technical Summary
In existing game systems, players cannot easily identify which effect contributes to the increase in damage when multiple characters attack, reducing the entertainment value.
A game program that determines the contribution of basic and variable elements to a character's parameter change and displays this contribution visibly, highlighting the primary factor in the damage increase.
Enhances the interestingness of the game by allowing players to recognize which action resulted in the most significant damage increase, thereby improving strategic gameplay.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, a game system, and an information processing method. [Background technology]
[0002] In a virtual space in a game, when a character C attacks another character C, a game presentation process is generally performed in which the attacked character C receives damage. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP2015-123284A Summary of the Invention [Problem to be solved by the invention]
[0004] Here, the effect of an attack by a character C may be increased if the attack action by the character C satisfies a predetermined condition. Patent Document 1 discloses a computer program that executes a performance process to increase the effect of an attack when multiple characters C belonging to the same group launch consecutive attacks.
[0005] However, when there are multiple effects that contribute to an increase in damage, the player may not be able to recognize which effect contributed to the increase in the amount of damage to character C, who was the target of the attack.
[0006] In consideration of the above circumstances, the present disclosure provides a technology for increasing the entertainment value of a game. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, a game program is provided. This game program causes a computer to execute the following steps. In the game control step, the progress of an event between a first character and a second character is controlled, and in the event, an action from the first character to the second character is controlled. In the first determination step, in the action, based on a basic element and a variable element, the amount of change in a specific parameter of the second character is determined. The basic element is used to determine the amount of change regardless of whether the action satisfies a first condition. The variable element includes a first variable element and a second variable element, and is used to determine the amount of change when the action satisfies the first condition. The contribution of the first variable element to the change in the specific parameter is greater than that of the second variable element. In the display step, it is displayed in a recognizable manner that the contribution of the first variable element to the change in the specific parameter is greater than that of the second variable element.
[0008] According to the present disclosure, a technique for enhancing the interestingness of a game can be provided.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various characteristic matters shown in the embodiments described below can be combined with each other.
[0011] By the way, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium that can be read by a computer, may be provided so as to be downloadable from an external server, or may be provided so as to realize its function on a client terminal by starting the program on an external computer (so-called cloud computing).
[0012] In addition, in the present embodiment, the "unit" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in the present embodiment, various types of information are handled. These types of information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.
[0013] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Explanation of the game FIG. 1 is a block diagram showing the hardware configuration of a game system 1 according to the present embodiment. In the game system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3.
[0015] The game according to this embodiment is an online game executed by the game system 1. In this game, the user of the game device 3 makes one or a plurality of player characters C act in the virtual game space, or makes the player character C fight against an enemy character C which is a non-player character C (NPC). Also, the character C is an example of an object.
[0016] A game such as the above is executed using a game device 3 which is an electronic device such as a home game machine like PlayStation (registered trademark), a portable game machine like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.
[0017] 2. Outline of the game system 1 As shown in FIG. 1, the game system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game device 3. The information processing device 2 is configured by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system is composed of one or more devices or components. Therefore, for example, even a single information processing device 2 or game device 3 described later can be an example of the game system 1.
[0018] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.
[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, when the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, it advances the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operations.
[0020] 2.1 Hardware Configuration Hereinafter, with reference to FIG. 1, each hardware configuration of the game system 1 will be described.
[0021] <Information Processing Device 2> As shown in FIG. 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to the user's operation, a quest execution request, an auto-play execution / end request, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.
[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. Various programs including a part of the game program according to the present embodiment and various data related to the game are stored in the storage unit 22.
[0024] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. In the user database, for each identification number of a user who plays a game, information such as a user name, a user rank, status information regarding the player character C operated by the user, the amount of consumable media available in the virtual game space, and information regarding the parameter P is stored in an associated manner. The lottery list is used for a lottery process generally called gacha and includes a plurality of pieces of information regarding game media to be selected. In the lottery list, information regarding the game media (name, ability parameter P, rarity, level, etc.) and the selection ratio by lottery are associated with each other. The ability parameter P includes, for example, combat power, HP, attack power, defense power, wisdom, or speed when the game media is the player character C.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing apparatus 2 which is the own apparatus. In particular, the control unit 23 realizes various functions related to the information processing apparatus 2 which is the own apparatus by reading a predetermined program stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, so that each functional unit described later can be executed. Note that the control unit 23 is not limited to being single, and may be implemented to have a plurality of control units 23 for each function. Or a combination thereof may be used.
[0026] As information processing executed by the control unit 23, for example, there are billing settlement processing, user account authentication processing, gacha lottery selection processing, and the like. The billing settlement processing is executed based on a billing request necessary to recover a parameter P during the game by a predetermined amount. The user account authentication processing is executed using, for example, the identification information of the user received from the game device 3. The gacha lottery selection processing is a process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game medium in accordance with a gacha lottery request. According to the gacha lottery selection processing, information regarding the selected game medium and the identification information of the user who performed the operation that is the transmission source of the lottery request are associated in the user DB, and thereby, the user is given the game medium that was won as a result of pulling the gacha by himself / herself.
[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, and includes the name of the character C used as the player character C, items (weapons, armors, tools) used by the player character C in the virtual game space, and the like. The user can obtain the game medium not only by direct purchase by billing or clearing quests, but also by a lottery method called gacha. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in the information processing device 2 of selecting an arbitrary game medium by lottery from a lottery list based on a predetermined selection ratio. The selected arbitrary game medium is given to the user's game device 3. "Giving the game medium selected in the gacha to the user / the user owns" is synonymous with "associating / being associated with the identification information indicating the user with the game medium selected in the lottery process".
[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected to or built into the game device 3. The game device 3 also includes a communication unit 31, a storage unit 32, a control unit 33, a graphic processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphic processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicably connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. The main information received by the game device 3 via the communication unit 31 includes account information, download request information for new game data, gacha execution requests, quest execution requests, and the like. The main information transmitted by the game device 3 via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information about the game medium selected by the lottery process, and the like.
[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the own device, user information, and the like. Note that the user information is at least part of the information in the user DB stored in the storage unit 22 of the information processing device 2. The user DB manages the master of the user information, and the storage unit 32 of the game device 3 stores at least part of this master information distributed from the information processing device 2.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3 which is the own device. In particular, the control unit 33 realizes various functions related to the game device 3 which is the own device by reading out a predetermined program stored in the storage unit 32. That is, the information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33 which is an example of hardware, so that each of the functional units described later can be executed. Note that the control unit 33 is not limited to being single, and may be implemented to have a plurality of control units 33 for each function. Or a combination thereof may also be possible.
[0032] In particular, the control unit 33 is configured to execute a game according to an input via the input device 4c by the user of the game device 3 which is the own device. Specifically, the control unit 33 reads out data such as virtual game space objects and textures included in the game data from the storage unit 32, or uses the data received from the information processing device 2 to generate two-dimensional or three-dimensional game image information. When the game image information is processed by the graphic processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b according to the operation of the user of the game device 3 which is the own device, etc. in the execution of the game.
[0033] The graphic processing unit 34a draws a game image including the character C and various objects related to the virtual game space in video format according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to, for example, a display 4a of the liquid crystal type, and the game image drawn in video format is displayed on the display 4a as a game screen. The audio processing unit 34b is connected to a speaker 4b, and when reproducing and synthesizing game sounds according to the instructions of the control unit 33, outputs this from the speaker 4b. The operation unit 34c is connected to an input device 4c, and transmits and receives data related to operation inputs to and from the input device 4c. A user inputs an operation signal to the game device 3 via the input device 4c. Note that the input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0034] 2.2 Functional configuration Subsequently, with reference to FIG. 2, each functional configuration in the information processing apparatus 2 of the game system 1 will be described.
[0035] FIG. 2 is a block diagram showing the functional configuration of the information processing apparatus 2 according to the present embodiment. As shown in FIG. 2, the control unit 23 functions as a game control unit 231, a determination unit 232, a display control unit 233, a specifying unit 234, and a reception unit 235 by executing various programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and thus can be executed as each functional unit included in the control unit 23.
[0036] The game control unit 231 is configured to be able to execute game control steps. In the game control steps, the game control unit 231 is configured to control the progress of the game.
[0037] For example, the game control unit 231 controls the progress of an event in which characters C fight each other in a virtual space. That is, the game control unit 231 controls the progress of an event by the first character C1 and the second character C2 (game control step). One aspect of the event here may be a quest with a time limit and specific achievement conditions set. The achievement condition is, for example, that in a field which is a virtual space having a certain range, the first character C1 operated by a player (user) defeats a designated monster (second character C2). Specifically, when the parameter P associated with the second character C2 becomes equal to or less than a threshold value by an attack by the first character C1, the game control unit 231 ends the quest assuming that the defeat of the second character C2 is completed.
[0038] Also, the game control unit 231 controls the actions of the characters C during the event. The action is, for example, an attack action from the first character C1 to the second character C2. That is, in the event, the game control unit 231 controls the action from the first character C1 to the second character C2.
[0039] The determination unit 232 is configured to be able to execute a determination step. When an attack action is executed by a character C, the game control unit 231 varies the parameter P associated with the second character C2. Then, the determination unit 232 determines the amount of variation of the parameter P associated with each character C in the event (determination step).
[0040] The display control unit 233 is configured to be able to execute a display step. In the display step, the display control unit 233 causes various information stored in the storage unit 32 or a screen including these to be displayed in a visible manner on the game device 3. Specifically, the display control unit 233 controls to display visual information such as a screen, an image (for example, a still image or a moving image), an icon, a message, etc. on the display unit of the game device 3. The display control unit 233 may generate only rendering information for displaying the visual information on the game device 3.
[0041] The specific unit 234 is configured to be able to execute specific steps. The specific unit 234 identifies the classification to which the amount of variation belongs based on the amount of variation and the classification provided in the parameter P. Details will be described later.
[0042] The reception unit 235 is configured to receive various data. For example, the reception unit 235 receives the player's account information, game data, input from the player, etc. from the storage unit 22 of the information processing device 2 or the game device 3. In this embodiment, it is described that various information received by the reception unit 235 is stored in the storage unit 22.
[0043] 3. Flow of Operations of the Game System 1 In this section, the flow of operations of the game system 1 described above will be explained. As an example of a preferred mode, a scene in which a quest with the defeat of the second character C2 as a completion condition is advanced will be taken as an example for explanation.
[0044] Incidentally, in this embodiment, a "quest" is a stage that is a constituent unit of the game and in which tasks and goals are set. In particular, a quest in which a plurality of users participate in the game and play simultaneously is called a "multi-quest". An end condition is set for the quest. Also, a clear reward is given to the user for clearing the quest.
[0045] The end conditions of the quest include clear conditions such as the total destruction of the enemy characters C to be fought, defeating the boss character, reaching the goal point, etc., conditions related to the play time such as the time limit expiring, and conditions such as the number of turns expiring in a turn-based game. At least one of these end conditions is set for the quest. When a plurality of end conditions are set for the quest, which end condition takes precedence is set in advance. For example, when the time limit takes precedence over the clear condition, when the boss character cannot be defeated and the clear condition is not satisfied, and the time limit expires, the quest will end.
[0046] In addition, quests may be repeatedly played by the same user multiple times. Repeatedly playing a quest is referred to as "quest cycling". Specific examples of a user performing quest cycling include, in a quest where a predetermined reward can be obtained with a certain probability by clearing it, cycling the quest until the reward is obtained, or in a quest where a high reward is obtained upon clearing, cycling the quest for the purpose of obtaining as much of that reward as possible.
[0047] 3.1 Overview of Information Processing FIG. 3 is an activity diagram showing an example of the flow of processing executed by the game system 1. Hereinafter, the flow of information processing will be outlined along this activity diagram.
[0048] First, the display control unit 233 causes the display 4a to display a list of quests that can currently be accepted. That is, the display control unit 233 presents a plurality of selectable quests to the player. The reception unit 235 receives the selection result of the quest that the player accepts from among the plurality of quests by an input via the input device 4c by the player. The game control unit 231 starts the selected quest (A01).
[0049] When the quest starts, the game control unit 231 causes the character C to perform an action based on an operation instruction from the player operating the input device 4c. Specifically, for example, the game control unit 231 moves the first character C1 on the field based on an operation instruction from the player. When the first character C1 approaches the second character C2 within the attackable range, the game control unit 231 enables the first character C1 to perform an attack action (action) on the second character C2. The game control unit 231 will be described by taking as an example the case where the first character C1 performs an attack action corresponding to the weakness attribute of the second character C2 (A02).
[0050] When an attack on the second character C2 is successful, the game control unit 231 varies the specific parameter P1 of the second character C2 based on the basic element E1 and the variable element E2. The specific parameter P1 is, for example, a parameter P indicating the physical strength or mental strength of the second character C2. Also, the amount of variation of the specific parameter P1 indicates the amount of damage that the second character C2 receives due to the attack action by the first character C1.
[0051] Specifically, first, regardless of whether a predetermined condition (the first condition) is satisfied by the attack action by the first character C1, the determination unit 232 determines the basic damage amount indicating the basic damage given to the second character C2. Specifically, the determination unit 232 refers to the basic element E1 to determine the basic damage amount. The basic element E1 is a parameter P used for determining the damage amount (variation amount) regardless of whether the action by the first character C1 satisfies the first condition. The basic element E1 is, for example, a parameter P indicating the attack power of the first character C1, the attack power of the weapon used by the first character C1 for the attack, the power of the technique, and the defense power of the second character C2.
[0052] When an attack on the second character C2 is successful, the determination unit 232 refers to the parameters P indicating the attack power of the first character C1, the attack power of the weapon used by the first character C1 for the attack, and the power of the technique (A03). Also, the determination unit 232 refers to the parameter P indicating the defense power of the second character C2 (A04). Then, the determination unit 232 determines the basic damage amount that the second character C2 receives based on these referred parameters P (A05).
[0053] Next, the determination unit 232 refers to the variable element E2 and determines the additional damage amount to be added when the attack action by the first character C1 satisfies a predetermined condition (first condition). The variable element E2 is a game element E used to determine the amount of variation that varies a specific parameter P1 of the second character C2 when the action by the first character C1 satisfies the first condition. That is, the determination unit 232 determines the damage amount to be given to the second character C2 based on the basic damage amount that is always added when the attack by the first character C1 is successful and the additional damage amount that is added only when an arbitrary condition (first condition) is satisfied. When the attack action by the first character C1 does not satisfy the first condition related to any variable element E2, the control unit 23 skips A06 to A11 and proceeds to A12.
[0054] Here, at least one of the variable elements E2 is a game element E that increases or decreases the amount of variation of the specific parameter P1 when the attribute of the attack by the first character C1 corresponds to the weak point attribute of the second character C2. That is, the first condition corresponding to at least one of the variable elements E2 is that the first attribute associated with the first character C1 or the attack action (action) by the first character C1 and the second attribute associated with the second character C2 satisfy a predetermined condition.
[0055] At least one of the variable elements E2 is a game element E that increases the amount of variation of the specific parameter P1 with a predetermined probability. That is, the first condition corresponding to at least one of the variable elements E2 is to win a lottery that increases the amount of variation with a predetermined probability during the attack action (action) by the character C. In this embodiment, when winning this lottery, it may be expressed as "the attack by the character C has succeeded in a critical hit".
[0056] Hereinafter, the case where the attack by the first character C1 corresponds to the weak point attribute of the second character C2 and a critical hit is successfully landed will be used as an example to proceed with the explanation. First, the determination unit 232 determines the additional damage amount due to corresponding to the weak point attribute. The determination unit 232 refers to the parameter P of the variable element E2 that satisfies the first condition (A06). Specifically, the determination unit 232 refers to the correction value multiplied by the basic damage amount in the combination of the attribute of the attack by the first character C1 (the first attribute) and the attribute of the second character C2 (the second attribute). Note that the first attribute indicates the attribute associated with the character C that executed the attack action. The second attribute indicates the attribute associated with the character C that became the attack target. Then, the determination unit 232 determines the additional damage amount added by corresponding to the weak point attribute (A07).
[0057] Subsequently, the determination unit 232 determines the additional damage amount due to successfully landing a critical hit. The determination unit 232 refers to the winning content of the selected lottery (A06). Then, the determination unit 232 determines the additional damage amount according to the winning content (A07). In this way, A06 and A07 are repeatedly executed according to the number of variable elements E2 that satisfy the corresponding conditions.
[0058] When the damage amounts related to all variable elements E2 that satisfy the conditions are determined, the determination unit 232 determines the total of the additional damage amounts related to each variable element E2 (A08).
[0059] Subsequently, the determination unit 232 compares the additional damage amounts (variation amounts) related to each game element E (A09). Then, the determination unit 232 determines the variable element E2 with the largest additional damage amount as the first variable element E21 (A10). On the other hand, the determination unit 232 determines the variable elements E2 other than the first variable element E21 as the second variable element E22. That is, the variable element E2 includes the first variable element E21 and the second variable element E22. The first variable element E21 indicates a game element E in which the contribution to the variation of the specific parameter P1 is larger than that of the second variable element E22.
[0060] Furthermore, the determination unit 232 adds up the amount of basic damage related to the basic element E1 and the amount of additional damage related to the variable element E2, and determines the total amount of damage to be inflicted on the second character C2 (A11). In this way, when an action by the first character C1 is executed, the determination unit 232 determines the amount of change in the specific parameter P1 of the second character C2 based on the basic element E1 and the variable element E2.
[0061] Then, the game control unit 231 changes the specific parameter P1 of the second character C2. Specifically, the game control unit 231 executes a process of reducing the physical strength parameter of the second character C2 based on the determined amount of damage (A12a).
[0062] In addition, the display control unit 233 displays a damage effect indicating the manner in which the second character C2 receives damage. Specifically, the display control unit 233 displays a damage effect corresponding to the type of game element E that contributed to the change in the specific parameter P1. In this damage effect, the display control unit 233 makes it recognizable that the contribution of the first variable element E21 to the change in the specific parameter P1 is greater than that of the second variable element E22 (A12b). For example, the display control unit 233 displays only the information indicating the first variable element E21 among the variable elements E2 that contributed to the change in the specific parameter P1.
[0063] After the variation process of the specific parameter P1 by the game control unit 231, if the specific parameter P1 of the second character C2 remains, the process returns to A02. In this case, the first character C1 can perform an attack action again. Although not shown in the activity diagram of FIG. 3, before and after the attack action by the first character C1, the attack from the second character C2 to the first character C1 is assumed to be performed at an appropriate timing as appropriate. For example, a mode in which the first character C1 and the second character C2 alternately perform attack actions, or a mode in which a character C that performs an attack action is determined based on timers individually set for each of the first character C1 and the second character C2 can be adopted as appropriate. On the other hand, when the specific parameter P1 of the second character C2 becomes 0, the game control unit 231 ends the quest, assuming that the defeat of the second character C2 is complete.
[0064] Summarizing the above, the game system 1 according to the present embodiment includes the following components. The game control unit 231 controls the progress of events by the first character C1 and the second character C2, and controls the action from the first character C1 to the second character C2 in the event. The determination unit 232 determines the variation amount of the specific parameter P1 of the second character C2 based on the basic element E1 and the variation element E2 in the action. The basic element E1 is used for determining the variation amount regardless of whether the action satisfies the first condition. The variation element E2 includes a first variation element E21 and a second variation element E22, and is used for determining the variation amount when the action satisfies the first condition. The contribution of the first variation element E21 to the variation of the specific parameter P1 is larger than that of the second variation element E22. The display control unit 233 displays in a recognizable manner that the contribution of the specific parameter P1 of the basic element E11 to the variation is larger than that of the second variation element E22.
[0065] According to another aspect, the information processing method executed by the information processing apparatus 2 of the present embodiment includes each step of the game program. In the game control step, the progress of the event by the first character C1 and the second character C2 is controlled, and in the event, the action from the first character C1 to the second character C2 is controlled. In the determination step, in the action, based on the basic element E1 and the variable element E2, the variation amount of the specific parameter P1 of the second character C2 is determined. The basic element E1 is used for determining the variation amount regardless of whether the action satisfies the first condition. The variable element E2 includes a first variable element E21 and a second variable element E22, and is used for determining the variation amount when the action satisfies the first condition. The contribution of the first variable element E21 to the variation of the specific parameter P1 is greater than that of the second variable element E22. In the display step, it is displayed so that it can be recognized that the contribution of the basic element E11 to the variation of the specific parameter P1 is greater than that of the second variable element E22.
[0066] According to such an aspect, when executing the game production process in which the second character C2 receives damage as a result of the action by the first character C1, the display control unit 233 can display the game element E with the greatest contribution to the variation of the specific parameter P1 so that the player can recognize it. Specifically, when the amount of damage given to the enemy character C is increased by a plurality of game elements E, the player can be made to recognize which game element E is the main reason for increasing the damage. Thereby, the interestingness of the game can be further enhanced.
[0067] In particular, during the damage effect, the display control unit 233 makes the player distinguishable and displays the first variable element E21, which has the greatest contribution to the variation of the specific parameter P1, among the variable elements E2 added when the user plays strategically. As a result, the user can grasp which action result among the strategically executed play actions was the factor that enabled a large amount of damage to be inflicted, and then select a more strategic attack action.
[0068] 3.2 Details of Information Processing Next, the detailed part of the information processing outlined above will be described.
[0069] <Determination of the amount of variation> First, while giving a specific example, the method for determining the amount of variation in the specific parameter P1 described above will be explained. Table 1 shows an example of the parameter P referred to when determining the basic damage amount. [Table 1]
[0070] For example, the determination unit 232 refers to the above basic element E1 and determines the basic damage amount by the following calculation formula. [Equation] When the numerical values shown in Table 1 are substituted into the above calculation formula, the basic damage amount is 150. Note that the attack power and defense power indicate the abilities associated with each character C and are numerical values that vary based on the numerical values associated with weapons or armors that can be arbitrarily equipped.
[0071] Subsequently, regarding the variation element E2 of increasing or decreasing the amount of variation of the specific parameter P1 when the attribute of the attack by the first character C1 corresponds to the weak point attribute of the second character C2, the method for determining the additional damage amount will be explained. FIG. 4 shows an example of the weak point attribute of the second character C21, which is an example of the second character C2, and an example of the numerical value for correcting the basic damage amount. As shown in FIG. 4, when an attack is given to the character C, the attribute with the highest damage multiplier becomes the weak point attribute of that character C. That is, the weak point attribute of the second character C21 is the fire attribute.
[0072] At this time, when the first character C1 executes an attack of the fire attribute against the second character C21, the basic damage amount of 150 becomes 375, which is 2.5 times. Also, the additional damage amount in this case is 225. Note that it is preferable that the attribute that becomes the weak point is different for each second character C2.
[0073] Next, a method for determining the additional damage amount will be described for the variation element E2 of multiplying a predetermined value to increase the variation amount of the specific parameter P1. Here, the predetermined probability is specifically, for example, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 3.7, 3.8, 3.9, 4, 4.1, 4.2, 4.3, 4.4, 4.5, 4.6, 4.7, 4.8, 4.9, 5%, and it may be within the range between any two of the values exemplified here. Also, when winning the lottery, the determination unit 232 corrects the basic damage amount by multiplying it by a predetermined magnification. The predetermined magnification is specifically, for example, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 3.7, 3.8, 3.9, 4, 4.1, 4.2, 4.3, 4.4, 4.5, 4.6, 4.7, 4.8, 4.9, 5 times, and it may be within the range between any two of the values exemplified here. For example, when the damage amount increased by a successful critical hit is 1.5 times the basic damage amount (150), the additional damage amount increased by this variation element E2 is 75.
[0074] <Determination of the First Variation Element E21> Here, when the basic damage amount related to the basic element E1 shown in the above example and the additional damage amount related to the variation element E2 are added together, the total damage amount given to the second character C21 is 450. Also, the breakdown of the damage amount based on each game element E is shown in Table 2.
Table 2
[0075] <Game effects> FIG. 5 is a diagram showing an example of an effect EF associated with each game element E. As shown in FIG. 5, an effect EF is associated with each game element E. When the character C is attacked, the display control unit 233 displays at least one of the effects EF shown in FIG. 5 and executes a game effect showing the manner in which the second character C2 is damaged.
[0076] FIG. 6 is an image diagram showing an example of a screen at the moment when the first character C1 attacks the second character C2. FIG. 7 is an image diagram showing an example of a screen when the attack is successful. As shown in FIG. 6, when the first character C1 attacks the second character C2, as shown in FIG. 7, the display control unit 233 decreases the gauge indicating the specific parameter P1 and displays the effect EF1 indicating that the attack has hit.
[0077] Here, the display control unit 233 causes an effect EF corresponding to the type of game element E that contributed to the variation of the specific parameter P1 to be displayed. FIG. 8 is an image diagram showing an example of a screen when the first variation element E21 pertains to a weakness attribute. The display control unit 233 causes different effects EF to be displayed according to the type of the first variation element E21. For example, as shown in FIG. 8, when the first variation element E21 pertains to a weakness attribute, the display control unit 233 displays only the information indicating the first variation element E21 related to the weakness attribute among the variation elements E2 that contributed to the variation of the specific parameter P1. In other words, the display control unit 233 does not display the effect EF associated with the second variation element E22. For example, when the second variation element E22 pertains to a critical hit, the display control unit 233 does not display the effect EF3 when executing a game effect showing the manner in which the second character C2 receives damage. According to such a mode, it is possible to prevent the amount of information from becoming excessive instantaneously, and the user can easily recognize which variation element E2 contributed to the increase in the amount of damage to the second character C2.
[0078] [Others] Regarding the game system 1 according to the foregoing embodiment, the following modes may be adopted.
[0079] In the present embodiment, the game control unit 231, the determination unit 232, the display control unit 233, the specifying unit 234, and the reception unit 235 have been described as functional units realized by the control unit 23 of the information processing apparatus 2, but at least a part of these may be implemented as functional units realized by the control unit 33 of the game apparatus 3.
[0080] The probability that the action of the character C succeeds as a critical hit may vary based on at least one of the respective game elements E. For example, the success probability of a critical hit may vary based on the hit rate of the technique executed by the first character C1, the hit rate associated with the weapon equipped by the first character C1, and the evasion rate of the character C targeted for attack. For example, the success rate of a critical hit may be determined by the following calculation formula.
Number
[0081] At least one of the variable elements E2 may include a game element E that varies the amount of variation of the specific parameter P1 based on the date and time when the action is executed. In this case, the game control unit 231 activates at least any one of the variable elements E2 of the first character C1 during a specific period, and deactivates at least any one of the variable elements E2 after the elapse of the period. That is, the first condition corresponding to at least one of the variable elements E2 is that the action is executed during a specific period.
[0082] For example, assume that a predetermined specific period is "from April 1, 2021 to April 10, 2021". In this case, when an attack action by the character C is executed during this period, the game control unit 231 applies a variable element E2 that corrects the basic damage amount. Further, when an attack action by the character C is executed after April 11, 2021, the game control unit 231 deactivates such a variable element E2. According to such an aspect, for example, when an action is executed during an event period, the game control unit 231 can increase the damage amount of the attack by the character C. Hereinafter, in this embodiment, this variable element E2 may be referred to as an "event period effect".
[0083] Further, the predetermined specific period may be a predetermined period within the time limit of the quest. For example, when the time limit of the quest is 1 hour, the game control unit 231 may activate such a variable element E2 when an action is executed within 15 minutes after the start of the quest.
[0084] In the foregoing embodiment, the display control unit 233 was described by taking as an example the case of displaying only the information indicating the first variation element E21 among the variation elements E2 that contributed to the variation of the specific parameter P1, but it is not limited thereto. For example, when there are a plurality of second variation elements E22, the display control unit 233 may execute a game effect in a mode of not displaying at least one of the information indicating the plurality of second variation elements E22.
[0085] For example, assume that the first variation element E21 that contributed to the variation of the specific parameter P1 pertains to a "weakness attribute", and the second variation elements E22 are the aforementioned "critical hit success" and "event period effect". In this case, the display control unit 233 does not display the effect EF related to at least one of the "critical hit success" and the "event period effect". In other words, the display control unit 233 displays the effect EF related to the first variation element E21 and the effect EF of any one of the plurality of second variation elements E22.
[0086] Note that the display control unit 233 may display the information indicating all game elements E in order. Further, when displaying the information indicating the second variation element E22 in addition to the information indicating the first variation element E21, the display control unit 233 may display the information indicating the first variation element E21 and the information indicating the second variation element E22 at different timings. Specifically, the display control unit 233 displays the information indicating the first variation element E21 after displaying the information indicating the second variation element E22. For example, the display control unit 233 displays the effect EF2 indicating the "weakness attribute", which is the first variation element E21, after displaying the effect EF3 indicating the "critical hit success", which is the second variation element E22. Also, a time difference may be provided until the subsequent effect EF is displayed according to the difference in the contribution rate of each variation element E2. According to such a mode, it is possible for the user to recognize which variation element E2 contributed the most to the increase in the damage amount while confirming the plurality of variation elements E2 that contributed to the increase in the damage amount.
[0087] Also, when including a plurality of second variable elements E22, the display control unit 233 may display each of the pieces of information indicating the second variable elements E22 in an order according to the magnitude of the contribution to the variation of the specific parameter P1. Specifically, the display control unit 233 causes the display in ascending order of the magnitude of the contribution to the variation of the specific parameter P1. For example, assume that the second variable elements E22 are "critical hit success" and "event period effect", and the respective additional damage amounts are 75 and 50. At this time, the display control unit 233 causes the effect EF indicating "event period effect" to be displayed first, and then causes the effect EF indicating "critical hit success" to be displayed. Note that the display control unit 233 may cause the display in descending order of the magnitude of the contribution to the variation of the specific parameter P1.
[0088] Also, in the example of FIG. 8, the display control unit 233 has been described by taking as an example the case of displaying the state in which the gauge indicating the specific parameter P1 decreases regardless of the type of the game element E, but the present invention is not limited to this. For example, when displaying the state in which the specific parameter P1 varies, the display control unit 233 may display the state in which the specific parameter P1 varies based on the first variable element E21 and the state in which the specific parameter P1 varies by other game elements E in a distinguishable manner. FIG. 9 is an image diagram showing an example of a screen when the first variable element E21 relates to a weakness attribute. As shown in FIG. 9, the display control unit 233 separately displays the variation of the specific parameter P1 based on the "weakness attribute" which is the first variable element E21 and the variation of the specific parameter P1 based on other game elements E.
[0089] Furthermore, a plurality of divisions may be provided for the specific parameter P1. Specifically, the number of divisions may be, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, or may be within the range between any two of the numerical values exemplified herein. Preferably, the game control unit 231 classifies into three divisions: "small effect range", "medium effect range", and "large effect range" according to the amount of damage of the attack. Then, the game control unit 231 executes an effect according to the type of division to which the total amount of damage given to the character C belongs. FIG. 10 is an image diagram showing an example of the division provided for the specific parameter P1. In FIG. 10, each division includes a specific parameter P12 with equal intervals, a specific parameter P11 with a lower threshold for the "large effect range" than other specific parameters P1, and a specific parameter P13 with a higher threshold for the "large effect range" than other specific parameters P1.
[0090] When the action of the character C is executed, the specifying unit 234 specifies the division to which the variation amount belongs based on the variation amount of the specific parameter P1 and the plurality of divisions provided for the specific parameter P1. That is, the specifying unit 234 specifies the division of the specific parameter P1 to which the amount of damage given to the character C belongs. Then, the display control unit 233 displays a damage effect according to the determined division. At this time, when the determined division is the "large effect range", the display control unit 233 displays the most elaborate damage effect compared to other divisions. On the other hand, when the determined division is the "small effect range", the display control unit 233 displays the simplest damage effect compared to other divisions. In this way, the game control unit 231 executes different effects according to the type of division to which the total variation amount of the specific parameter P1 belongs.
[0091] Here, the range of the classification may be determined based on at least one of the basic element E1 and the variable element E2. Specifically, when determining the range of the classification based on the basic element E1, the determination unit 232 determines based on at least one of the parameter P associated with the first character C1 and the parameter P associated with the second character C2.
[0092] For example, the determination unit 232 determines the range of the classification based on the maximum value of the specific parameter P1 associated with the character C that receives the attack. As shown in Table 3, the determination unit 232 determines the range of the classification based on the variation ratio with respect to the maximum value of the specific parameter P1. In FIG. 11, the range of the classification related to the specific parameter P12 associated with the second character C21 is shown. That is, FIG. 11 is a diagram showing an example of the range of the classification corresponding to the specific parameter P12.
[0093] Then, the determination unit 232 determines the range of the classification to which the attack belongs based on whether or not a certain percentage of the maximum gauge of the specific parameter P1 associated with the second character C2 has been varied. Specifically, the specific unit 234 specifies that the attack belongs to the "small effect range" when the amount of variation due to the attack is less than 33% of the maximum value of the specific parameter P1. The specific unit 234 specifies that the attack belongs to the "medium effect range" when the amount of variation due to the attack is 33% or more and less than 66%. The specific unit 234 specifies that the attack belongs to the "large effect range" when the amount of variation due to the attack is 66% or more.
[0094] According to such an aspect, the user can identify to what extent the attack has affected the entire specific parameter P1. For example, even if the absolute value of the damage amount by the character C is large, the user can recognize that the impact on the entire specific parameter P1 of the character C is small.
[0095] Furthermore, the determination unit 232 may determine the range of the category based on the defense power of the second character C2 that receives an attack from the first character C1. In FIG. 12, the category of the second character C22 with a higher defense power than the second character C21 is shown. That is, FIG. 12 is a diagram showing an example of the range of the category corresponding to the specific parameter P11. As shown in FIG. 12, when the defense power of the character C receiving the attack is high, the determination unit 232 determines the category so that the threshold value of the "grand production range" becomes lower.
[0096] In addition, the determination unit 232 may determine the category of the specific parameter P1 based on the parameter P associated with the first character C1. For example, the determination unit 232 determines the range of the category based on the attack power of the character C that performs the attack. FIG. 13 is a diagram showing an example of the range of the category corresponding to the specific parameter P13. Here, it is assumed that FIG. 11 shows the range of the category determined based on the attack power of the first character C11. At this time, when the determination unit 232 determines the range of the category based on the first character C12 with a higher attack power than the first character C11, the threshold value of the "grand production range" is determined to be higher than the range of the category (FIG. 11) corresponding to the specific parameter P12.
[0097] In this way, the determination unit 232 varies the threshold value of each category according to the magnitude of the attack power of the character C that performs the attack. Note that the determination unit 232 may vary the threshold value of each category according to the combination of the parameter P of the character C that performs the attack and the parameter P of the character C that receives the attack.
[0098] According to such an aspect, for example, when the parameter P of the character C that executes an attack is high and the amount of damage inflicted on the enemy character C becomes high, an excessive damage effect is not executed. That is, when the ability value of the first character C1 is high and the second character C2 is so weak that no strategy such as a strategy for extermination is required, an excessive effect is not executed. As a result, when the user executes an attack on a character C with a sense of accomplishment in the battle, a spectacular damage effect is likely to be displayed, so that the interest of the game can be enhanced.
[0099] Furthermore, when determining the range of the section based on the variable element E2, the determination unit 232 may vary the threshold value of each section according to the type of the variable element E2 that contributed to the variation of the specific parameter P1. For example, when the first variable element E21 is "success of a critical hit", the determination unit 232 determines the section so that the threshold value of the "large effect range" becomes low. In addition, the determination unit 232 may determine whether to execute an effect corresponding to the type of the section to which it belongs according to whether the first variable element E21 satisfies the second condition. The second condition is that the first variable element E21 corresponds to a predetermined type of the variable element E2.
[0100] For example, assume that the second condition is that the first variable element E21 is "success of a critical hit". At this time, when the attack by the first character C1 belongs to the "large effect range" and the first variable element E21 is "success of a critical hit", since the first variable element E21 satisfies the second condition, the determination unit 232 determines to execute an effect belonging to the "large effect range". On the other hand, when the first variable element E21 is "weakness attribute", the determination unit 232 determines not to execute a game effect corresponding to the "large effect range" which is the section to which it belongs, but to execute an effect corresponding to the "small effect range".
[0101] According to such a configuration, even if the total amount of damage inflicted on the enemy character C exceeds the threshold value, if a predetermined damage effect is not included, the determination unit 232 will not change the production. As a result, not only the magnitude of the simple damage amount but also the game production according to the content of the variable element E2 with strategy is executed.
[0102] Note that the determination unit 232 may adjust the threshold value of each section based on the remaining amount of the specific parameter P1 during the battle event between the characters C. That is, the range of the section may vary based on the remaining amount of the specific parameter P1. In the above-described embodiment, the case of a real-time battle system has been described as an example, but it is not limited to this, and the battle system may be a turn-based system.
[0103] In the above-described embodiment, the display control unit 233 has been described as an example in which information indicating the first variable element E21 is displayed as part of the damage production when the character C executes an action. However, it is not limited to this. For example, the display control unit 233 may display information indicating the first variable element E21 before the character C executes an attack. Specifically, the display control unit 233 may display information indicating the first variable element E21 expected when the first character C1 executes an attack with the technique selected by the user at the timing when the technique is selected. Also, when fighting against a plurality of enemy characters C, the display control unit 233 may display information indicating the first variable element E21 expected when the enemy character C to be attacked is selected and an attack is executed on that enemy character C at the timing when the enemy character C to be attacked is selected. According to such a configuration, the user can select the technique to be selected, the enemy character C to be the attack target, etc. after grasping the game result expected in advance before executing the attack.
[0104] The aspect of this embodiment may also be a game program. This program causes a computer to function as the game system 1. In the present embodiment, the figures shown in FIGS. 4, 5, 11, 12, and 13 are assumed to be databases such as lookup tables, and the detailed items included therein have been described. However, this is merely an example and not limited thereto. Furthermore, the reference information is not necessarily limited to databases such as lookup tables, and may be a mathematical model that mathematically relates a plurality of pieces of information. More preferably, it may be a learned model in which the correlation of a plurality of pieces of information has been machine-learned in advance.
[0105] Furthermore, it may be provided in each of the aspects described below. In the game program, the variable element includes a plurality of the second variable elements, and in the display step, at least one of the pieces of information indicating the plurality of second variable elements is not displayed. In the game program, in the display step, only the information indicating the first variable element among the variable elements is displayed. In the game program, in the display step, the information indicating the first variable element and the information indicating the second variable element are displayed at different timings. In the game program, in the display step, after the information indicating the second variable element is displayed, the information indicating the first variable element is displayed. In the game program, the variable element includes a plurality of the second variable elements, and in the display step, each of the pieces of information indicating the second variable elements is displayed in an order according to the magnitude of the contribution to the variation of the specific parameter. In the game program, in the game control step, at least one of the variable elements of the first character is activated during a specific period, and at least one of the variable elements is deactivated after the elapse of the period. The first condition corresponding to at least one of the variable elements is that the action is executed during the period. In the game program, the first condition corresponding to at least one of the variable elements is that the first attribute associated with the first character or the action and the second attribute associated with the second character satisfy a predetermined condition. In the game program, the first condition corresponding to at least one of the variable elements is to win a lottery that increases the variable amount with a predetermined probability during the action. In the game program, the computer is further caused to execute a specific step, and in the specific step, based on the variable amount and a plurality of sections provided in the specific parameter, the section to which the variable amount belongs is specified, and in the game control step, different effects are executed according to the type of the section to which the variable amount belongs. In the game program, the range of the section is determined based on at least one of the parameter associated with the first character and the parameter associated with the second character. In the game program, the range of the section is determined based on at least one of the basic element and the variable element. In the game program, the computer is further caused to execute a second determination step, and in the second determination step, it is determined whether to execute an effect according to the type of the section to which the variable amount belongs according to whether the first variable element satisfies a second condition. A game system configured to execute each step of the game program. 1 An information processing method executed by an information processing apparatus, the method including each step of the game program. Of course, this is not all.
[0106] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the disclosure. Such embodiments and their modifications are included in the scope and gist of the disclosure, and are also included in the disclosure described in the claims and the equivalent scope thereof.
Explanation of Signs
[0107] 1: Game system 2: Information processing device 20: Communication bus 21: Communication unit 22: Storage unit 23: Control unit 231: Game control unit 232: Decision unit 233: Display control unit 234: Identification unit 235: Reception unit 3: Game device 30: Communication bus 31: Communication unit 32: Storage unit 33: Control unit 34a: Graphics processing unit 34b: Audio processing unit 34c: Operation unit 4a: Display 4b: Speaker 4c: Input device 11: Communication network C: Character C1: First character C11: First character C12: First character C2: Second character C2: Second character C21: Second character C22: Second character E: Game element E1: Basic element E11: Basic element E2: Variable element E21: First variable element E22: Second variable element EF: Effect EF1: Effect EF2: Effect EF3: Effect P: Parameter P1: Specific parameter P11: Specific parameter P12: Specific parameter P13: Specific parameter
Claims
1. A game program, which causes a computer to execute a game control step, a first determination step, a specification step, and a second determination step, wherein, in the game control step, the progress of an event between a first character and a second character is controlled, and in the event, an attack action from the first character to the second character is controlled; in the first determination step, in the attack action, based on a basic element and a variable element, the amount of change in a specific parameter of the second character is determined, where the basic element is an element based on the attack power of the first character and the defense power of the second character, and is used for determining the amount of change regardless of whether the attack action satisfies a first condition; the variable element includes a second variable element and a first variable element whose contribution to the change in the specific parameter is greater than that of the second variable element; the variable element is used for determining the amount of change when the attack action satisfies the first condition; the specific parameter is a parameter that varies based on the attack action; in the specification step, based on the amount of change and a plurality of sections provided in the specific parameter, the section to which the amount of change belongs is specified; in the game control step, different effects are executed according to the type of the section to which the amount of change belongs; in the second determination step, according to whether a second condition is satisfied, it is determined whether to execute an effect according to the type of the section to which the amount of change belongs, where the second condition includes that a preset element among the variable elements is the same as the first variable element; A game program.
2. In the game program according to Claim 1, the computer is further caused to execute a display step, wherein, in the display step, it is displayed in a recognizable manner that the contribution of the first variable element to the change in the specific parameter is greater than that of the second variable element; A game program.
3. In the game program according to Claim 2, the variable element includes a plurality of the second variable elements, and in the display step, at least one of the information indicating the plurality of the second variable elements is not displayed; A game program.
4. In the game program according to Claim 3, in the display step, only the information indicating the first variable element among the variable elements is displayed; A game program.
5. In the game program according to claim 2 or claim 3, in the display step, information indicating the first variable element and information indicating the second variable element are displayed at different timings. Game program.
6. In the game program according to claim 5, in the display step, after displaying the information indicating the second variable element, the information indicating the first variable element is displayed. Game program.
7. In the game program according to claim 6, the variable element includes a plurality of the second variable elements, in the display step, each of the information indicating the second variable elements is displayed in an order according to the magnitude of the contribution to the variation of the specific parameter. Game program.
8. In the game program according to any one of claims 1 to 7, the first condition includes that the attack action is executed during a specific period. Game program.
9. In the game program according to any one of claims 1 to 8, the first condition includes that a first attribute associated with the first character or the attack action and a second attribute associated with the second character satisfy a predetermined condition. Game program.
10. In the game program according to any one of claims 1 to 9, the first condition includes winning a lottery for increasing the variation amount with a predetermined probability during the attack action. Game program.
11. In the game program according to any one of claims 1 to 10, the range of the division is determined based on at least one of a parameter associated with the first character and a parameter associated with the second character. Game program.
12. In the game program according to any one of claims 1 to 11, the range of the division is determined based on at least one of the basic element and the variable element. Game program.
13. A game system, configured to execute each step of the game program according to any one of claims 1 to 12. Game system.
14. An information processing method executed by an information processing apparatus, comprising each step of the game program according to any one of claims 1 to 12. Method.
Citation Information
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