Game system, game control method and program
The game system balances credit usage by alternating stages to update game elements based on partial consumption amounts, ensuring fair progression and rewarding users, thus maintaining interest for all players.
Patent Information
- Application Number
- JP2024021594
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-16
- Publication Date
- 2025-07-31
- Estimated Expiration
- 2041-03-15
AI Technical Summary
Existing games using game values, such as credits, create a disparity where users who spend more credits gain an unfair advantage, making it difficult for beginners or those who spend less to enjoy the game, while limiting their opportunities to use credits freely.
A game system that alternates between a first stage where users receive instructions for a variable usage amount of game values, updating a parameter related to a game element based on a consumption amount, setting an adjustment value, and a second stage where rewards are given based on this adjustment value, ensuring balanced progression and incentives.
This system maintains game balance by reducing the advantage of heavy spenders while providing sufficient incentives for all users to use credits, enhancing the gaming experience by allowing strategic credit usage and rewarding participation.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game.
Background Art
[0002] Various games that utilize game values such as credits have been proposed. For example, Patent Document 1 discloses a technique for receiving an instruction to use a game value (i.e., bet) from a user and increasing the quantity of a reward according to the result of a lottery game under a configuration in which a quantity of a reward is increased when a predetermined condition is satisfied.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, games have been proposed in which not only game values are used in a lottery game as in Patent Document 1, but also game elements such as racehorses used in the lottery game can be cultivated by using game values. However, in a configuration in which game elements are simply strengthened according to the amount of game value used, a tendency becomes apparent that users who use a large amount of game value can develop the game advantageously. Therefore, there is a problem that users who use a small amount of game value or beginners who have just started the game have difficulty experiencing the fun of cultivating their own game elements. On the other hand, in a situation where users can sufficiently experience the fun of the game by using a small number of game values, there is a problem that the opportunity for users to freely use game values is restricted. In view of the above circumstances, one aspect of the present invention aims to suppress a significant difference in game elements according to the amount of game value used while maintaining the opportunity for users to use a large number of game values.
Means for Solving the Problems
[0005] In order to solve the above problems, a game system according to one aspect of the present invention is a system that controls a game in which a first stage and a second stage are repeated. In the first stage, an instruction reception unit that receives an instruction regarding a variable usage amount related to game value from a user, an update processing unit that updates a parameter related to a game element of the user according to a consumption amount that is a part of the usage amount in the first stage, an adjustment value setting unit that sets an adjustment value according to the usage amount, a progress control unit that progresses a specific game using the game element in the second stage, and a reward management unit that gives a reward according to the adjustment value to the user according to the result of the specific game in the second stage.
[0006] A game control method according to one aspect of the present invention is a method for controlling a game in which a first stage and a second stage are repeated. In the first stage, an instruction regarding a variable usage amount related to game value is received from a user. In the first stage, a parameter related to a game element of the user is updated according to a consumption amount that is a part of the usage amount. An adjustment value is set according to the usage amount. In the second stage, a specific game using the game element is progressed, and in the second stage, a reward according to the adjustment value is given to the user according to the result of the specific game.
[0007] A program according to one aspect of the present invention causes a computer system to function as an instruction reception unit that receives an instruction regarding a variable usage amount related to game value from a user in the first stage, an update processing unit that updates a parameter related to a game element of the user according to a consumption amount that is a part of the usage amount in the first stage, an adjustment value setting unit that sets an adjustment value according to the usage amount, a progress control unit that progresses a specific game using the game element in the second stage, and a reward management unit that gives a reward according to the adjustment value to the user according to the result of the specific game in the second stage, in order to control a game in which a first stage and a second stage are repeated.
Brief Description of the Drawings
[0008]
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Modes for Carrying Out the Invention
[0009] Embodiments of the present invention will be described with reference to the drawings. The embodiments illustrated below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments illustrated below.
[0010] [First Embodiment] FIG. 1 is a plan view of a game system 100 according to the first embodiment. The game system 100 is installed, for example, in a gaming facility. The gaming facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. In practice, a plurality of game systems 100 are installed in different gaming facilities, but in the following description, attention is conveniently focused on any one game system 100.
[0011] The game system 100 of the first embodiment provides a horse racing game in which a training stage and a competition stage are alternately repeated to a plurality of users. The training stage is a stage in which a virtual racehorse (hereinafter referred to as "owned horse") owned by each user is trained. The battle stage is a stage in which a plurality of racehorses trained in the training stage race. In the battle stage, a virtual race proceeds with a plurality of racehorses. The racehorse (owned horse) is an example of a "game element" used in the horse racing game. Also, the training stage is an example of the "first stage", and the battle stage is an example of the "second stage".
[0012] As illustrated in FIG. 1, the game system 100 of the first embodiment includes a central unit 10 and a plurality of stations 20. The plurality of stations 20 are installed, for example, around the central unit 10. Each station 20 is a unit used by a user to play the horse racing game. Note that the game system 100 can be realized as a single device, or can also be realized by a plurality of devices configured separately from each other.
[0013] The central unit 10 includes a field 16 that simulates a racecourse of a racecourse and a plurality of model horses 17 that simulate racehorses. The plurality of model horses 17 move on the field 16. Each model horse 17 corresponds to any one of a plurality of racehorses competing in a competition stage. That is, the plurality of model horses 17 three-dimensionally represent how the plurality of racehorses race.
[0014] Each of the plurality of stations 20 includes a display device 23, an operation device 24, and a reception device 25. The display device 23 displays various images according to the progress of the horse racing game. For example, various display panels such as a liquid crystal display panel or an organic EL (Electroluminescence) panel are used as the display device 23. The operation device 24 is an input device that receives an operation by a user. Specifically, a touch panel that detects contact of the user with the display surface of the display device 23 is used as the operation device 24. However, for example, a plurality of operation elements operated by the user may be used as the operation device 24.
[0015] The reception device 25 receives a value medium from the user. The value medium is, for example, a physical medal (token) or an electronic medal. Specifically, the reception device 25 includes a conveyance path that conveys the physical medal supplied by the user to the insertion port, and a counter that counts the physical medal. Further, a communication device that communicates with a management server device (not shown) that manages an electronic medal account for each user may be used as the reception device 25. For example, the reception device 25 executes a withdrawal process of transferring an electronic medal from an account managed by the management server device to the game system 100, and a deposit process of transferring the electronic medal to the account of the management server device. In addition, for example, a reader that transfers the electronic medal from a recording medium such as an IC card on which the electronic medal is recorded to the game system 100 may be used as the reception device 25. A quantity of credits corresponding to the quantity of the value medium received by the reception device 25 is set to a state usable by the user. The credit is a game value for the user to play the game.
[0016] FIG. 2 is a block diagram illustrating the configuration of the game system 100. FIG. 2 typically illustrates the specific configuration of one of the plurality of stations 20. Each of the plurality of stations 20 includes a control device 21 and a storage device 22 in addition to the aforementioned display device 23, operation device 24, and reception device 25.
[0017] The control device 21 is one or more processors that control the operation of the station 20. Specifically, for example, the control device 21 is configured by one or more types of processors such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit).
[0018] The storage device 22 is one or more memories that store programs executed by the control device 21 and various data used by the control device 21. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, are used as the storage device 22. The storage device 22 in the first embodiment stores the quantity of credits (hereinafter referred to as "owned amount") C owned by the user. The owned amount C is the quantity of credits that the user can use in the horse racing game.
[0019] As illustrated in FIG. 2, in addition to the plurality of stations 20 described above, the game system 100 includes a control device 11, a storage device 12, a communication device 13, and a drive device 14. The control device 11 is one or more processors that control the entire game system 100. Specifically, for example, the control device 11 is configured by one or more types of processors such as a CPU, GPU, DSP, FPGA, or ASIC. Note that the control device 11 may implement the functions of the control device 21. That is, the control device 21 of each station 20 may be omitted.
[0020] The drive device 14 moves each of the plurality of model horses 17 under the control of the control device 11. Instead of driving the plurality of model horses 17, a video of a plurality of racehorses racing may be displayed on a display device (not shown) of the central unit 10 or the display device 23 of each station 20.
[0021] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, are used as the storage device 12. In addition, a portable recording medium that can be attached to and detached from the game system 100, or a recording medium (e.g., cloud storage) to which the control device 11 can perform writing or reading via a communication network 200 such as the Internet, may be used as the storage device 12. Note that the storage device 12 may implement the functions of the storage device 22. That is, the storage device 22 of each station 20 may be omitted.
[0022] The communication device 13 communicates with the management system 300 via the communication network 200. The management system 300 is a server system including a control device 31, a storage device 32, and a communication device 33. Note that the management system 300 may be regarded as an element of the game system 100.
[0023] The control device 31 is one or more processors that control the entire management system 300. Specifically, the control device 31 is configured by one or more types of processors such as a CPU, GPU, DSP, FPGA, or ASIC. The communication device 33 communicates with the game system 100 via the communication network 200.
[0024] The storage device 32 is one or more memories that store the programs executed by the control device 31 and various data used by the control device 31. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, are used as the storage device 32. The storage device 32 of the first embodiment stores game data G for each of a plurality of users. Game data G is stored in the storage device 32 for a plurality of users who use any one of the plurality of game systems 100 installed in different gaming facilities.
[0025] FIG. 3 is a schematic diagram of the game data G of each user. As illustrated in FIG. 3, the game data G of each user includes the identification information U of the user, the name N of the user, and the racehorse data H regarding the racehorses owned by the user. The identification information U is a character string for identifying the user. Each user is given a registration card through prior use registration. The registration card is a recording medium in which the identification information of the user is recorded. Among the plurality of game data G stored in the management system 300, the game data G corresponding to the identification information U that matches or is related to the identification information recorded on the user's registration card is transferred from the management system 300 to the game system 100. The name N of the user is, for example, a character string set by the user at the time of use registration.
[0026] The racehorse data H is data regarding the racehorses owned by the user. Specifically, the racehorse data H includes attribute data H1, ability parameters H2, and performance data H3. The attribute data H1 is data representing the attributes of the owned racehorse. Specifically, attributes such as the name, gender, age, and coat color of the owned racehorse are specified by the attribute data H1. The ability parameters H2 are parameters regarding the abilities of the owned racehorse. Specifically, the ability parameters H2 include a plurality of ability values such as the speed, stamina, and condition of the owned racehorse. The ability parameters H2 are an example of "parameters".
[0027] The performance data H3 includes the past race results of the owned horses (e.g., rankings for each race), the first total reward amount P1, and the second total reward amount P2. The first total reward amount P1 is the total value of the basic rewards B obtained by the user in one or more past races. The basic reward B is a virtual prize (e.g., game score) given to the user according to the result of the race in the battle stage.
[0028] Also, in the battle stage, in addition to the basic reward B, a special reward W is given to the user according to the result of the race. The special reward W is the credit given to the user as a reward. That is, the special reward W is added to the owned amount C of the credit owned by the user. The second total reward amount P2 of the performance data H3 is the total value of the special rewards W obtained by the user in one or more past races. As understood from the above description, in the first embodiment, the first total reward amount P1 and the second total reward amount P2 are counted individually.
[0029] Among the plurality of game data G stored in the storage device 32 of the management system 300, the game data G of the user who plays the horse racing game by the game system 100 is transmitted from the communication device 33 to the game system 100. The communication device 13 of the game system 100 receives the game data G from the management system 300. The game data G of each user is stored in the storage device 12 or the storage device 22.
[0030] FIG. 4 is a block diagram illustrating the functional configuration of the game system 100. The control device 11 of the central unit 10 realizes a specific function by executing a program stored in the storage device 12. Similarly, the control device 21 of each station 20 realizes a specific function by executing a program stored in the storage device 22. As illustrated in FIG. 4, the control device 11 and each control device 21 realize a control processing unit 40 for controlling a horse racing game. Each function of the control processing unit 40 may be realized by the control device 11 or the control device 21 alone, or may be realized by the cooperation of the control device 11 and the control device 21. As illustrated in FIG. 4, the control processing unit 40 includes a display control unit 41, an instruction reception unit 42, an update processing unit 43, an adjustment value setting unit 44, a progress control unit 45, and a reward management unit 46.
[0031] The display control unit 41 causes various images related to the horse racing game to be displayed on the display device 23 of each station 20. Specifically, the display control unit 41 causes the display device 23 to display images corresponding to each of the training stage and the battle stage. FIG. 5 is a schematic diagram of a screen (hereinafter referred to as a "training screen") Qa that the display control unit 41 causes to be displayed on each display device 23 in the training stage. As illustrated in FIG. 5, the training screen Qa includes an information display area Qa1, a training selection area Qa2, and a magnification selection area Qa3.
[0032] Various information indicated by the racehorse data H of the owned horse is displayed in the information display area Qa1. In the information display area Qa1 illustrated in FIG. 5, the name, gender, and age of the owned horse represented by the attribute data H1 and the race results and the first total reward amount P1 represented by the performance data H3 are displayed. Note that other information (for example, the second total reward amount P2) regarding the owned horse may be displayed in the information display area Qa1.
[0033] The training selection area Qa2 is an image for the user to indicate the training method to be implemented for the breeding of the owned horse. Specifically, a plurality of training methods that are candidates for selection by the user are displayed in the training selection area Qa2. The plurality of training methods are distinguished, for example, into physical training and mental training. Physical training includes a plurality of training methods (turf / dirt / hill course) for strengthening the physical abilities (e.g., speed and stamina) of the owned horse. Mental training includes a plurality of training methods (walking / feeding / onsen) for adjusting the mental abilities (e.g., condition) of the owned horse. The user can select any one of the plurality of training methods within the training selection area Qa2 by operating the operating device 24. Note that one or more training methods may be automatically selected (i.e., without requiring manual selection by the user) at the training stage.
[0034] For each of the plurality of training methods within the training selection area Qa2, the quantity of credits required for the selection of the training method (hereinafter referred to as "usage amount") X is displayed. The usage amount X is the quantity of credits consumed for the selection of each training method (i.e., the bet amount). The usage amount X is set individually for each training method. Note that the usage amount X may be the same numerical value for two or more training methods.
[0035] In the first embodiment, the usage amount X is a multiplication value of the consumption amount Y and the magnification ratio R (X = Y × R). The consumption amount Y is a numerical value corresponding to a part or all of the usage amount X (X ≤ Y). The consumption amount Y can also be construed as the basic quantity of credits consumed by the user to select the desired training method. The magnification ratio R means the ratio of the usage amount X to the consumption amount Y and is set to a value of "1" or more. When the magnification ratio R is "1", the usage amount X coincides with the consumption amount Y (X = Y). Since it is assumed in FIG. 5 that the magnification ratio R is "1", the usage amount X illustrated in FIG. 5 for each training method corresponds to the consumption amount Y of the training method. On the other hand, when the magnification ratio R exceeds "1", the usage amount X exceeds the consumption amount Y (X > Y). In a state where the usage amount X exceeds the consumption amount Y, a part of the usage amount X corresponds to the consumption amount Y.
[0036] The magnification selection area Qa3 is an image for the user to indicate the magnification R. When the user operates the magnification selection area Qa3, as illustrated in FIG. 6, a plurality of candidate values (x1, x2, x5, x10, x20) regarding the magnification R are displayed. The user can select any one of the plurality of candidate values as the magnification R by operating the operation device 24. Note that a phrase suggesting the candidate value of the magnification R may be displayed on the display device 23. For example, for the numerical value "1" of the magnification R, a phrase such as "NORMAL" meaning the standard value may be displayed. According to the above form, the user can easily grasp the standard value of the magnification R. Also, the user may directly indicate the numerical value of the magnification R by operating the operation device 24.
[0037] The display control unit 41 updates the usage amount X of each tuning method according to the magnification R selected by the user. As described above, FIG. 5 illustrates the usage amount X of each tuning method when the magnification R is "1". When the user selects "10" as the magnification R, the usage amount X of each tuning method is updated to a value 10 times the value illustrated in FIG. 5, as illustrated in FIG. 7. As understood from the above description, while the consumption amount Y is a fixed value set for each tuning method, the usage amount X is a variable value according to the magnification R selected by the user.
[0038] The instruction reception unit 42 in FIG. 4 receives an instruction from the user for the operation device 24. For example, in the tuning stage, the instruction reception unit 42 receives an instruction from the user to select any one of the plurality of candidate values displayed in the magnification selection area Qa3 as the magnification R. As described above, the usage amount X of each tuning method is set to a multiplication value of the magnification R selected by the user and the consumption amount Y corresponding to the tuning method.
[0039] Also, the instruction reception unit 42 receives an instruction from the user to select any one of the plurality of tuning methods within the tuning selection area Qa2. Since the usage amount X is set for each tuning method, an instruction for the user to select a desired tuning method from the tuning selection area Qa2 corresponds to an instruction for the usage amount X corresponding to the tuning method.
[0040] The reception unit 42 subtracts the usage amount X corresponding to the training method selected by the user from the user's credit ownership amount C. That is, when the user selects a desired training method, the usage amount X corresponding to the training method is consumed from the credit ownership amount C. Therefore, the selection of the training method can also be paraphrased as an instruction to consume the credit of the usage amount X.
[0041] The update processing unit 43 updates the ability parameter H2 of the user's horse according to the instruction of the usage amount X by the user. Specifically, the update processing unit 43 updates the ability parameter H2 of the horse owned by the user according to the consumption amount Y among the usage amounts X. For example, the update processing unit 43 changes the ability value corresponding to the training method among the plurality of ability values represented by the ability parameter H2 by an amount of change corresponding to the consumption amount Y. The amount of change of the ability parameter H2 is set according to, for example, the consumption amount Y and a random number that occurs probabilistically.
[0042] As described above, the consumption amount Y is a fixed value set for each training method. Therefore, the amount of change of the ability parameter H2 is set according to the training method selected by the user and does not depend on the magnification R. Therefore, if the training methods selected by the user are common (that is, the consumption amount Y is common), even if the usage amount X differs according to the magnification R, the ability parameter H2 is updated in the same manner according to the consumption amount Y although it is affected by the aforementioned random number. For example, assuming a situation where the user selects a training method with a consumption amount Y of "4", in both the case where the magnification R is "1" (X = 4) and the case where the magnification R is "10" (X = 40), the ability parameter H2 is updated according to the "4" of the consumption amount Y. That is, the difference in the magnification R does not affect the update of the ability parameter H2.
[0043] As described above, in the training stage, a game event (hereinafter referred to as the "training event") for training the user's own horse is executed. One training event includes receiving an instruction of the usage amount X (i.e., an instruction for selecting a training method) by the instruction receiving unit 42 and updating the ability parameter H2 by the update processing unit 43. That is, for each training event, receiving an instruction of the usage amount X by the instruction receiving unit 42 and updating the ability parameter H2 by the update processing unit 43 are executed.
[0044] The adjustment value setting unit 44 in FIG. 4 sets the adjustment value Z according to the usage amount X instructed by the user. The adjustment value Z is updated for each training event. Specifically, an addition value D corresponding to the usage amount X is added to the adjustment value Z for each training event (Z←Z + D).
[0045] In the first embodiment, the addition value D is a numerical value obtained by subtracting the consumption amount Y from the usage amount X (D = X - Y). That is, the remaining amount obtained by subtracting the consumption amount Y for updating the ability parameter H2 from the usage amount X is used as the addition value D for increasing the adjustment value Z. In other words, the usage amount X is divided into the consumption amount Y for updating the ability parameter H2 and the addition value D for increasing the adjustment value Z.
[0046] As understood from the above description, the adjustment value setting unit 44 in the first embodiment sets the adjustment value Z by accumulating the addition value D obtained by subtracting the consumption amount Y from the usage amount X for each training event. That is, the adjustment value setting unit 44 sets the adjustment value Z for each training event. As described above, the consumption amount Y is a fixed value set for each training method, while the addition value D (D = X - Y) is a variable value depending on the magnification ratio R instructed by the user. That is, the larger the magnification ratio R, the larger the addition value D is set. Therefore, the larger the usage amount X instructed by the user in the training stage, the larger the adjustment value Z to which the addition value D is accumulated is set.
[0047] The progress control unit 45 advances the race in the battle stage. Specifically, the progress control unit 45 determines the rank for each of the plurality of racehorses participating in the race. The ranks of the plurality of racehorses are determined according to the ability parameter H2 of each racehorse and a random number generated probabilistically. Generally speaking, the higher the numerical value represented by the ability parameter H2 of a racehorse, the easier it is for the racehorse to obtain a high rank in the race. Note that a known technique is arbitrarily adopted for determining the rank of each racehorse according to the ability parameter H2. For example, the progress control unit 45 may determine the rank of each racehorse by applying the ability parameter H2 to simulate a race by the plurality of racehorses.
[0048] The reward management unit 46 grants a special reward W corresponding to the result of the race to the user in the battle stage. Specifically, the reward management unit 46 adds the special reward W to the user's credit ownership amount C (C←C + W).
[0049] The special reward W is set according to a specific basic reward B and an adjustment value Z set by the adjustment value setting unit 44. Specifically, the reward management unit 46 calculates the special reward W by adding the basic reward B and the adjustment value Z (W = B + Z). As understood from the above description, when the adjustment value Z is 0, the same number of special rewards W (W = B) as the basic reward B are granted to the user. That is, the special reward W is set to a quantity obtained by adjusting the basic reward B according to the adjustment value Z with the basic reward B as the initial value. When added to the basic reward B for calculating the special reward W, the adjustment value Z is initialized to 0.
[0050] A reward amount table T1 is used for setting the basic reward B by the reward management unit 46. The reward amount table T1 is stored in the storage device 12 or the storage device 22. FIG. 8 is a schematic diagram of the reward amount table T1. As illustrated in FIG. 8, the reward amount table T1 is a data table in which the basic reward B is registered for each condition related to the race executed in the battle stage (hereinafter referred to as "race condition"). The race conditions are, for example, conditions such as distance, racecourse, course (turf / dirt), or class (grade).
[0051] Specifically, in the reward amount table T1, a plurality of basic rewards B (B1, B2, …) corresponding to different rankings in the race are registered for each race condition. The basic reward B corresponding to a combination of one race condition and one ranking means a virtual prize given to the user when the horse owned by the user obtains the ranking in the race of the said race condition.
[0052] The reward management unit 46 sets the basic reward B for each race condition (i.e., for each race) by referring to the reward amount table T1. Specifically, the reward management unit 46 identifies the basic reward B corresponding to the combination of the race condition of the race in which the horse owned by the user participates and the ranking of the horse in that race among the plurality of basic rewards B registered in the reward amount table T1.
[0053] As described above, the larger the usage amount X instructed by the user in the training stage, the larger the adjustment value Z becomes, and as a result, the special reward W is set to a larger value. That is, a user who has instructed a large number of usage amounts X can obtain a large number of special rewards W according to the result of the race. Therefore, it is possible to provide the user with sufficient opportunities to use a large number of credits.
[0054] FIG. 9 and FIG. 10 are flowcharts illustrating the specific procedures of the processes (hereinafter referred to as “control processes”) executed by the control device 11 and the control device 21. For example, the control process is started triggered by an instruction from the user to the operation device 24. In parallel with the control process, the display control unit 41 causes the display device 23 to display an image corresponding to the progress of the horse racing game. In actuality, a plurality of users using different stations 20 play the horse racing game simultaneously, but in the following description, attention is conveniently focused on the process for one user.
[0055] When the control process starts, the control processing unit 40 receives the user's game data G from the management system 300 via the communication device 13, and stores the game data G in the storage device 12 or the storage device 22 (Sa1). When the user's game data G is prepared, the training stage (Sa2 - Sa8) starts. Note that the racehorse data H of each owned horse may be provided limitedly to the game system 100 in which the user acquired the owned horse. That is, the user can use the owned horse acquired and raised in a specific game system 100 only in the horse racing game of that game system 100. However, a form in which owned horses can be shared among multiple game systems 100 is also assumed.
[0056] The instruction reception unit 42 determines whether or not an instruction for the magnification R has been received from the user (Sa2). When the instruction reception unit 42 receives an instruction for the magnification R (Sa2: YES), the display control unit 41 updates the usage amount X of each training method on the training screen Qa to a numerical value corresponding to the magnification R instructed by the user (Sa3). On the other hand, when an instruction for the magnification R is not received (Sa2: NO), the usage amount X is not updated.
[0057] The instruction reception unit 42 determines whether or not an instruction for the usage amount X has been received from the user (Sa4). That is, it is determined whether or not the training method has been instructed by the user. When the instruction reception unit 42 receives an instruction for the usage amount X (Sa4: YES), the instruction reception unit 42 subtracts the usage amount X instructed by the user from the owned amount C of the credit stored in the storage device 22 (Sa5).
[0058] The update processing unit 43 updates the ability parameter H2 of the owned horse of the user according to the instruction of the usage amount X by the user (Sa6). Specifically, the update processing unit 43 updates the ability parameter H2 according to the consumption amount Y which is a part of the usage amount X. Also, the adjustment value setting unit 44 sets an adjustment value Z according to the usage amount X instructed by the user (Sa7). Specifically, the adjustment value setting unit 44 adds an addition value D corresponding to the usage amount X to the current adjustment value Z.
[0059] The instruction receiving unit 42 determines whether or not the end condition of the training stage is satisfied (Sa8). The end condition of the training stage is a condition related to the instruction of the usage amount X by the user. Specifically, in the first embodiment, the end condition is that the number of times the instruction receiving unit 42 receives an instruction of the usage amount X from the user reaches a predetermined upper limit value. That is, when the number of times of the instruction of the usage amount X reaches the upper limit value, the training stage ends. As understood from the above description, the instruction receiving unit 42 of the first embodiment restricts the number of times of receiving an instruction of the usage amount X from the user within a predetermined number of times (that is, within a range lower than the upper limit value) in the training stage. That is, within one training stage, the number of training events is restricted within the number of times. The user can select a desired training method within the number of times. That is, the user can select each of a plurality of training methods at an arbitrary ratio of the number of times within the number of times.
[0060] When the end condition is not satisfied (Sa8: NO), the training stage is continued. As understood from the above description, until the end condition is satisfied, the reception of the instruction of the magnification R or the usage amount X (Sa2 - Sa5), the update of the ability parameter H2 (Sa6), and the update of the adjustment value Z (Sa7) are repeated.
[0061] When the end condition is satisfied (Sa8: YES), the training stage ends, and the battle stage (Sa9 - Sa15) illustrated in FIG. 10 is started. Note that even when the end condition is not satisfied, if the user instructs the end of the training stage by operating the operation device 24, the process shifts from the training stage to the battle stage.
[0062] When the battle stage is started, the user can instruct to start his or her own horse in a desired race by operating the operation device 24. The start instruction by the user (hereinafter referred to as "start instruction") includes the designation of the race conditions related to the race for the start target. The instruction receiving unit 42 determines whether or not it has received a start instruction from the user (Sa9).
[0063] When the reception unit 42 receives a departure instruction from the user (Sa9: YES), the progress control unit 45 advances the race in which a plurality of racehorses depart (Sa10). Specifically, the progress control unit 45 determines the ranking of each racehorse according to the ability parameter H2 of each of the plurality of racehorses. Further, the progress control unit 45 moves each of the plurality of model horses 17 by controlling the drive device 14.
[0064] When the ranking of each racehorse is determined by the processing of the progress control unit 45, the reward management unit 46 sets a special reward W for the user's owned horse (Sa11). As described above, the special reward W is calculated by adding the basic reward B set for each race and the adjustment value Z set by the adjustment value setting unit 44 (W = B + Z). The adjustment value Z is initialized to 0 by addition to the basic reward B. The reward management unit 46 adds the special reward W to the amount of credit C stored in the storage device 12 (Sa12). That is, the special reward W is given to the user.
[0065] The reward management unit 46 adds the current basic reward B to the first total reward amount P1 of the user represented by the performance data H3 (Sa13). That is, as described above, the first total reward amount P1 is a numerical value obtained by summing the basic rewards B for one or more past races. Further, the reward management unit 46 adds the current special reward W to the second total reward amount P2 of the user represented by the performance data H3 (Sa14). That is, as described above, the second total reward amount P2 is a numerical value obtained by summing the special rewards W for one or more past races.
[0066] The display control unit 41 causes the display device 23 to display a screen (hereinafter referred to as the "result screen") Qb representing the result of the race (Sa15). As illustrated in FIG. 11, on the result screen Qb, in addition to the rank obtained by the user's owned horse, the basic reward B and the special reward W are displayed. Also, as illustrated in FIG. 11, the updated first total reward amount P1 and the second total reward amount P2 according to the result of the current race are displayed on the result screen Qb. As described above, in the battle stage, the progress of the race (Sa10), the management of the rewards (Sa11 - Sa14), and the display of the results (Sa15) are executed. If the instruction reception unit 42 does not receive a departure instruction from the user in the battle stage (Sa9: NO), the battle stage ends without executing the processing exemplified above (Sa9 - Sa15).
[0067] When the battle stage ends, the instruction reception unit 42 determines whether it has received an instruction to end the horse racing game from the user (Sa16). If the instruction reception unit 42 does not receive an end instruction (Sa16: NO), the process proceeds to step Sa2. That is, the battle stage ends and the training stage (Sa2 - Sa8) is started.
[0068] As understood from the above description, in the horse racing game, the training stage and the battle stage are repeated. Specifically, the training stage is repeated multiple times. That is, the reception of an instruction for the magnification R or the usage amount X (Sa2 - Sa5), the update of the ability parameter H2 (Sa6), and the update of the adjustment value Z (Sa7) are repeated multiple times. Also, the battle stage is repeated multiple times. That is, the progress of the race (Sa10), the management of the rewards (Sa11 - Sa14), and the display of the results (Sa15) are repeated multiple times.
[0069] On the other hand, when the instruction reception unit 42 receives an end instruction (Sa16: YES), the control processing unit 40 transmits the game data G stored in the storage device 12 to the management system 300 via the communication device 13 (Sa17). The management system 300 updates the user's existing game data G with the new game data G received from the game system 100.
[0070] As explained above, in the first embodiment, the ability parameter H2 of the racehorse is updated according to the consumption amount Y, which is a portion of the usage amount X specified by the user. Therefore, compared to a configuration in which the ability parameter H2 is updated according to the entire usage amount X, a significant difference in the ability parameter H2 according to the amount of usage X is suppressed. Therefore, a situation in which a user who uses a large number of credits is able to develop a race with an excessive advantage is suppressed. In other words, even a user who does not use a large number of credits is not at an excessive disadvantage in a race. Therefore, a decrease in the interest of the horse racing game can be suppressed. On the other hand, an adjustment value Z is set according to the usage amount X specified by the user, and a special reward W according to the adjustment value Z is awarded to the user in the battle stage. Therefore, it is possible to provide users with sufficient incentives and opportunities to use a large number of credits.
[0071] Incidentally, in a configuration in which a user can acquire a racehorse by using credits, a configuration (hereinafter referred to as a "comparative version") is also envisioned in which the number of rewards that can be obtained in the competition stage is determined according to the amount of credits used to acquire the racehorse (hereinafter referred to as the "acquired amount of credits"). In the comparative version, the number of rewards is determined according to the acquired amount of credits in the initial stage of acquiring the racehorse. For example, a racehorse with a larger acquired amount of credits can earn more rewards in a race. On the other hand, in the first embodiment, a training stage is repeated, which includes receiving instructions for the amount of credits X that affects the special reward W and updating the ability parameter H2. Therefore, a highly entertaining horse racing game is realized in which the user can strategically specify the amount of credits X to be used for each training stage while constantly checking the ability parameter H2 of the horse they own.
[0072] In the first embodiment, the usage amount X is the product of the consumption amount Y and the multiplier R, and the instruction receiving unit 42 receives an instruction for the usage amount X and an instruction for the multiplier R. Therefore, the user can clearly understand the consumption amount Y that contributes to updating the ability parameter H2 of the owned horse out of the usage amount X, and the multiplier R that contributes to the special reward W in the battle stage.
[0073] In the first embodiment, the adjustment value Z is set by summing the addition value D according to the usage amount X for instructions from users over a plurality of times. Therefore, it is possible to give users an incentive to use a large number of credits over a plurality of training stages. In the above description, a configuration in which the addition value D is added to the adjustment value Z for each training event has been exemplified, but the timing for calculating the adjustment value Z from a plurality of addition values D is not limited to the above example. For example, at the stage (Sa11) of setting the special reward W in the battle stage, the adjustment value Z may be calculated by adding a plurality of past addition values D.
[0074] Also, in the first embodiment, a special reward W in an amount corresponding to the basic reward B and the adjustment value Z set for each race in the battle stage is given to the user. Therefore, it is possible to vary the special reward W in various ways for each race while depending on the adjustment value Z.
[0075] [Second Embodiment] The second embodiment of the present invention will be described. For elements whose functions are the same as those in the first embodiment in each of the embodiments exemplified below, the reference numerals used in the description of the first embodiment are reused, and the detailed description of each is appropriately omitted.
[0076] The second embodiment is a form in which the function of the display control unit 41 is added to the first embodiment. The configurations and operations described above for the first embodiment are also adopted in the second embodiment. Therefore, the same effects as those of the first embodiment are also realized in the second embodiment.
[0077] In addition to the same processing as in the first embodiment, the display control unit 41 of the second embodiment executes a process of causing the display device 23 to display a ranking regarding rewards obtained by a plurality of users in the past. Specifically, the display control unit 41 selectively causes the display device 23 to display each of the first ranking and the second ranking.
[0078] FIG. 12 is a schematic diagram of a display screen Q1 of the first ranking. The first ranking is a ranking of the total first reward amount P1, which is the total value of the basic reward B. Specifically, the first ranking is a list in which the name N of the user and the total first reward amount P1 are arranged for each of a predetermined number of users located at the top in descending order of the total first reward amount P1.
[0079] FIG. 13 is a schematic diagram of a display screen Q2 of the second ranking. The second ranking is a ranking of the total second reward amount P2, which is the total value of the special reward W. Specifically, the second ranking is a list in which the name N of the user and the total second reward amount P2 are arranged for each of a predetermined number of users located at the top in descending order of the total second reward amount P2.
[0080] A user who has obtained a large number of special rewards according to the adjustment value Z by using a large number of credits in the training stage is likely to obtain a high position in the second ranking. Therefore, by displaying the second ranking, an effective incentive to use a large number of credits in the training stage can be given to the user. On the other hand, the first ranking is a ranking that does not directly depend on the adjustment value Z. That is, a user who tends to suppress the use of credits in the training stage has difficulty obtaining a high position in the second ranking, but there is a possibility of obtaining a high position in the first ranking by obtaining the basic reward B. Therefore, by displaying the first ranking, an incentive for a user who tends not to use a large number of credits to play the horse racing game is given. As understood from the above description, according to the second embodiment, both a user who uses a large number of credits and a user who uses a small number of credits can maintain an incentive to play the horse racing game.
[0081] FIG. 14 is a flowchart illustrating the operations of the game system 100 and the management system 300 in the second embodiment. The process of FIG. 14 is executed at predetermined time intervals in parallel with the above-described control processes (FIGS. 9 and 10).
[0082] The user can instruct the display of either the first ranking or the second ranking by operating the operation device 24. The instruction reception unit 42 determines whether or not the user has instructed the display of the ranking (Sb1). If the instruction reception unit 42 does not receive an instruction to display the ranking (Sb1: NO), the processes exemplified below are not executed.
[0083] If the instruction reception unit 42 receives an instruction to display the ranking (Sb1: YES), the display control unit 41 transmits an information request from the communication device 13 to the management system 300 (Sb2). The information request specifies the type of ranking (first ranking / second ranking) instructed by the user.
[0084] The control device 31 of the management system 300 receives the information request by the communication device 33 (Sc1). The control device 31 determines from the information request whether or not the ranking instructed by the user is the first ranking (Sc2). If the first ranking is instructed by the user (Sc2: YES), the control device 31 generates list data of the first ranking (Sc3). The list data of the first ranking is a list in which the name N and the first total reward amount P1 are specified for each user listed in the first ranking. Specifically, the control device 31 extracts game data G of a predetermined number of users ranked at the top in descending order of the first total reward amount P1 from a plurality of game data G stored in the storage device 32, and generates list data in which the name N and the first total reward amount P1 registered in each of the extracted game data G are arranged.
[0085] When the second ranking is instructed by the other party, the user (Sc2: NO), the control device 31 generates list data of the second ranking (Sc4). The list data of the second ranking is a list in which the name N and the second total reward amount P2 are specified for each user listed in the second ranking. Specifically, the control device 31 extracts game data G of a predetermined number of users located at the top in descending order of the second total reward amount P2 from the plurality of game data G stored in the storage device 32, and arranges the name N and the second total reward amount P2 registered in each of the extracted game data G to generate list data. As understood from the above description, the control device 31 of the management system 300 functions as an element (aggregation processing unit) that generates the first ranking regarding the first total reward amount P1 or the second ranking regarding the second total reward amount P2.
[0086] The control device 31 transmits the list data generated by the above procedure from the communication device 33 to the requesting game system 100 (Sc5). The display control unit 41 of the game system 100 receives the list data by the communication device 13 (Sb3). Then, the display control unit 41 generates an image of the ranking represented by the list data and displays the image on the display device 23 (Sb4). That is, the ranking instructed by the user among the first ranking and the second ranking is displayed on the display device 23.
[0087] In the second embodiment, the management system 300 generates a ranking triggered by a user's display instruction of the ranking (or reception of an information request). However, the timing at which the management system 300 generates a ranking is not limited to the above example. For example, the control device 31 of the management system 300 may generate list data of the first ranking and the second ranking at a predetermined cycle. When receiving an information request from the game system 100, the control device 31 of the management system 300 transmits the latest list data at the time of the reception to the requesting game system 100. Note that the management system 300 may generate image data representing an image of the first ranking or the second ranking and transmit it to the game system 100.
[0088] [Embodiment 3] Embodiment 3 is a form in which the processing related to the adjustment value Z is changed from Embodiment 1. The configurations and operations other than the points of change from Embodiment 1 described below are the same as those in Embodiment 1. Therefore, the same effects as those in Embodiment 1 are also realized in Embodiment 3.
[0089] FIG. 15 is a flowchart illustrating the operation of the reward management unit 46 in Embodiment 3. The process of FIG. 15 is executed in step Sa11 in FIG. 10. When the process of FIG. 15 is started, the reward management unit 46 sets a limit value L (Sd1). The limit value L means the maximum value that can be used as the special reward W among the adjustment values Z set by the adjustment value setting unit 44. A limit value table T2 is used for setting the limit value L by the reward management unit 46. The limit value table T2 is stored in the storage device 12 or the storage device 22.
[0090] FIG. 16 is a schematic diagram of the limit value table T2. As illustrated in FIG. 16, the limit value table T2 is a data table in which limit values L (L1, L2,...) are registered for each race condition of the race executed in the battle stage. The reward management unit 46 sets the limit value L for each race condition (that is, for each race) by referring to the limit value table T2. That is, the reward management unit 46 identifies the limit value L corresponding to the race condition of the race in which the user's owned horse runs out of the plurality of limit values L registered in the limit value table T2.
[0091] As illustrated in FIG. 15, the reward management unit 46 calculates an adjustment value Za according to the adjustment value Z (Sd2). The adjustment value Za is the smaller value between the adjustment value Z set by the adjustment value setting unit 44 and the limit value L set from the limit value table T2 (Za = min{Z, L}). That is, when the adjustment value Z is less than the limit value L, the adjustment value Z is adopted as the adjustment value Za, and when the adjustment value Z is greater than or equal to the limit value L, the limit value L is adopted as the adjustment value Za. For example, when the adjustment value Z is "1000" and the limit value L is "300", the adjustment value Za is set to the same "300" as the limit value L. That is, the adjustment value Za is the quantity within the range of the adjustment value Z that is less than or equal to the limit value L (hereinafter referred to as the "limit range").
[0092] The reward management unit 46 sets a special reward W according to the adjustment value Za (Sd3). Specifically, the reward management unit 46 calculates the special reward W by adding the basic reward B and the adjustment value Za (W = B + Za). That is, when the adjustment value Z is less than the limit value L (Za = Z), similar to the first embodiment, the special reward W is calculated by adding the basic reward B and the adjustment value Z. That is, all of the adjustment value Z is added to the basic reward B. On the other hand, when the adjustment value Z is greater than or equal to the limit value L (Za = L), the special reward W is calculated by adding the basic reward B and the limit value L. That is, the limit value L, which is a part of the adjustment value Z, is added to the basic reward B.
[0093] The reward management unit 46 subtracts the adjustment value Za from the current adjustment value Z (Sd4). That is, when the adjustment value Z is less than the limit value L (Za = Z), the adjustment value Z is initialized to 0. On the other hand, when the adjustment value Z is greater than or equal to the limit value L (Za = L), the limit value L is subtracted from the adjustment value Z (Z ← Z - L). That is, the adjustment value Z is updated to the remaining amount (Z - L) obtained by subtracting the limit value L from the adjustment value Z set most recently by the adjustment value setting unit 44.
[0094] The operation (Sa12) of adding the special reward W set by the above procedure to the user's credit ownership amount C is the same as that in the first embodiment. That is, in the battle stage, the reward management unit 46 gives the user a special reward W corresponding to the numerical value within the limit range of the adjustment value Z.
[0095] The adjusted value Z after the subtraction in step Sd4 is carried over to the immediately subsequent training stage or battle stage. For example, when the adjusted value Z is "1000" and the limit value L is "300", the limit value L is adopted as the adjusted value Za (Za = 300), and the adjusted value Z after subtraction, which is "700" (= Z - L), is carried over to the subsequent play. For example, in the immediately subsequent training stage, the adjustment value setting unit 44 adds the addition value D to the adjusted value Z after subtraction. Also, when no training event is executed in the immediately subsequent training stage, the reward management unit 46 sets the special reward W according to the adjusted value Z after subtraction. As understood from the above description, the quantity obtained by subtracting the quantity within the limit range from the adjusted value Z set by the adjustment value setting unit 44 (that is, the adjusted value Z after the subtraction in step Sd4) is carried over as the adjusted value Z in the subsequent training stage or battle stage.
[0096] In the third embodiment, since the quantity of the adjusted value Z applied to the setting of the special reward W is restricted within the limit range (the range below the limit value L), the possibility that the number of special rewards W given to the user becomes excessively large is reduced. Also, the remaining amount of the adjusted value Z other than the quantity within the limit range is carried over as the adjusted value Z in the immediately subsequent training stage or battle stage. Therefore, an incentive to continue playing the horse racing game can be given to the user. In particular, in the third embodiment, since the limit value L (limit range) is set for each race according to the race conditions, it is possible to make the quantity (and thus the special reward) of the adjusted value Z applied to the setting of the special reward W different for each race. Note that the limit value L may be set to a fixed value that does not depend on the race conditions.
[0097] [Modification Example] Each of the embodiments illustrated above can be variously modified. Specific modification modes applicable to the above-described embodiments are illustrated below. Two or more modes arbitrarily selected from the following illustrations may be combined within a non - conflicting range.
[0098] (1)In each of the above-described embodiments, the number of times of instructing the usage amount X in the training stage is limited within the limited number of times. However, the configuration for restricting the use of credits in the training stage is not limited to the above examples. For example, Mode 1 and Mode 2 exemplified below are assumed.
[0099] [Mode 1] The instruction receiving unit 42 according to Mode 1 restricts the time for receiving an instruction of the usage amount X from the user within a predetermined limited time in the training stage. That is, the end condition (Sa8) of the training stage is that the elapsed time from the start of the training stage reaches a predetermined upper limit value. Specifically, the instruction receiving unit 42 measures the elapsed time from the start of the training stage, and when the elapsed time reaches the upper limit value, determines that the end condition is satisfied (Sa8: YES) and ends the training stage. Therefore, within the limited time, instructions of the usage amount X for an arbitrary number of times by the user are allowed. The user can select any desired training method an arbitrary number of times within the limited time. That is, according to the above mode, the user can select the number of times of each of a plurality of training methods at an arbitrary ratio within the limited time.
[0100] [Mode 2] The instruction receiving unit 42 according to Mode 2 restricts the total value of the usage amount X related to one or more instructions received from the user within a predetermined limited range in the training stage. That is, the end condition (Sa8) of the training stage is that the total value of the usage amount X instructed by the user reaches a predetermined upper limit value. Specifically, the instruction receiving unit 42 sums up the usage amount X for each instruction of the usage amount X in the training stage, and when the total value reaches the upper limit value of the limited range, determines that the end condition is satisfied (Sa8: YES) and ends the training stage. Therefore, the user can select any training method an arbitrary number of times until the total of the usage amount X reaches the upper limit value of the limited range.
[0101] According to the above aspect, it is possible to suppress excessive use of credit by the user. In the above description, the instruction of the usage amount X by the user is restricted, but a form in which the user can instruct the usage amount X without limitation is also assumed. That is, the restrictions on the number of times, time, quantity, etc. regarding the instruction of the usage amount X within the training stage may be omitted.
[0102] In addition, for example, in the aforementioned Aspect 2, the user may instruct the total value of the usage amount X in the training stage. The update processing unit 43 determines, for example, a combination of one or more training methods (i.e., a training menu) executed in the training stage according to a predetermined rule within the range of the total value instructed by the user. For example, by referring to a table in which a training menu is registered for each of a plurality of ranges regarding the total value of the usage amount X, the update processing unit 43 selects a training menu corresponding to the total value instructed by the user. According to the above form, the burden on the user to select a training method can be reduced.
[0103] (2) In each of the above-described aspects, a form in which the user individually instructs the usage amount X and the magnification factor R is exemplified, but the instruction of the magnification factor R by the user may be omitted. For example, a form is assumed in which the display control unit 41 causes the display device 23 to display a plurality of candidate values regarding the usage amount X for each training method, and the instruction reception unit 42 determines the candidate value selected by the user among the plurality of candidate values as the usage amount X. Also, the user may directly instruct the numerical value of the usage amount X by operating the operation device 24. In a form where the magnification factor R is not used, for example, a predetermined amount of the usage amount X or an amount corresponding to a predetermined ratio of the usage amount X is set as the consumption amount Y.
[0104] (3) In each of the above-described embodiments, the addition value D (D = X - Y) obtained by subtracting the consumption amount Y from the usage amount X is sequentially added to the adjustment value Z. However, the method for calculating the addition value D is not limited to the above examples. For example, the usage amount X may be used as the addition value D (D = X). Further, the adjustment value setting unit 44 may calculate the addition value D by a predetermined operation applied to the usage amount X. For example, the multiplication value of the usage amount X and a predetermined coefficient is calculated as the addition value D. As understood from the above description, as long as the adjustment value Z changes according to the usage amount X, the specific method for calculating the adjustment value Z (or the addition value D) is arbitrary. That is, the adjustment value setting unit 44 is comprehensively expressed as an element for setting the adjustment value Z according to the usage amount X.
[0105] (4) In each of the above-described embodiments, the addition value D corresponding to the usage amount X is added to the adjustment value Z. However, the method for the adjustment value setting unit 44 to set the adjustment value Z according to the usage amount X is not limited to the above examples. For example, the average value of the magnification ratio R instructed by the user may be set as the adjustment value Z. For example, the adjustment value setting unit 44 calculates the average value (for example, simple average or weighted average) of the magnification ratio R instructed by the user in the tuning events over a predetermined number of most recent times as the adjustment value Z. The reward management unit 46 calculates the special reward W by multiplying the basic reward B by the adjustment value Z (W = B × Z). According to the above configuration, similar to the first embodiment, the larger the magnification ratio R instructed by the user (that is, the larger the usage amount X), the larger the special reward W is set.
[0106] (5) In each of the above-described forms, the ability parameter H2 of the owned horse was updated according to the consumption amount Y among the usage amounts X. However, the update processing unit 43 may probabilistically cause a special process (hereinafter referred to as "special process") regarding the ability parameter H2 separately from the update according to the consumption amount Y in a training event. The special process is a process of adjusting the ability parameter H2 of the owned horse so as to advantageously develop the battle stage, and means the awakening of the owned horse. For example, a process of increasing the upper limit value of the ability value represented by the ability parameter H2 (so-called limit break), a process of adding an ability value of a different type from the existing ability value to the ability parameter H2, or a process of significantly increasing the ability value represented by the ability parameter H2, etc. are exemplified as the special process. Note that a process of changing the attribute (for example, class) of the owned horse may be executed as the special process. Further, the update processing unit 43 may control the probability of occurrence of the special process according to the usage amount X. For example, the larger the usage amount X instructed by the user in the training event, the higher the probability of occurrence of the special process. However, the probability of occurrence of the special process may be a fixed value.
[0107] (6) In each of the above-described forms, a form in which the training stage and the battle stage are alternately repeated was exemplified. However, the repetition mode of the training stage and the battle stage is not limited to the above examples. For example, a form in which the battle stage is repeated a plurality of times after repeating the training stage a plurality of times is also assumed. Further, a form in which the battle stage is repeated a plurality of times after executing one training stage, or a form in which one battle stage is executed after repeating the training stage a plurality of times is also assumed.
[0108] (7) In the second embodiment, the management system 300 generates rankings for all users for whom the game data G is managed. However, the range of users for which the rankings (first and second rankings) are generated may be limited. For example, the control device 31 of the management system 300 may generate the first and second rankings for users with specific attributes among multiple users. For example, in a configuration in which the area or facility where the game system 100 is installed is registered in the game data G, the first and second rankings may be generated for users who played the horse racing game in a specific area or facility among multiple users.
[0109] In the second embodiment, the management system 300 generates the rankings, but the control device 11 or the control device 21 of the game system 100 may generate the first rankings and the second rankings. In the second embodiment, the first rankings and the second rankings are selectively displayed, but the display control unit 41 may display both the first rankings and the second rankings in parallel on the display device 23.
[0110] (8) In the above-described embodiments, a race in which multiple racehorses compete is illustrated. However, the type of game (specific game) played by users in the competition stage is arbitrary and is not limited to horse racing. For example, specific games include various competitive games in which multiple users compete against each other in a competition such as martial arts or sports. Furthermore, specific games are not limited to competitive games in which multiple users compete against each other. Examples of specific games include lottery games in which a lottery process (e.g., physical lottery or electronic lottery) is executed to probabilistically determine whether a user wins or loses, action games in which users control characters to achieve various objectives, and exploration games in which users control characters to explore various locations. As can be understood from the above examples, a "specific game" is any type of game in which a user can be awarded a reward depending on the outcome of the game.
[0111] (9) In each of the above-described embodiments, it is expediently assumed that the user owns one racehorse. However, a form in which the user can own a plurality of owned horses is also assumed. When the user owns a plurality of owned horses, the game data G of the user includes a plurality of racehorse data H corresponding to different owned horses. For each of the plurality of owned horses owned by the user, a training stage and a battle stage are executed.
[0112] (10) The functions of the game system 100 according to each of the above-described embodiments are realized by the cooperation of one or more processors constituting one or both of the control device 11 and the control device 21 and a program stored in one or both of the storage device 12 and the storage device 22. The programs according to each of the above embodiments can be provided in a form stored in a computer-readable recording medium and installed in a computer. The recording medium is, for example, a non-transitory recording medium, and an optical recording medium (optical disk) such as a CD-ROM is a preferred example, but any known form of recording medium such as a semiconductor recording medium or a magnetic recording medium is also included. Note that the non-transitory recording medium includes any recording medium excluding a transitory, propagating signal, and a volatile recording medium is not excluded either. Also, in a configuration where a distribution device distributes a program via a communication network, the recording medium storing the program in the distribution device corresponds to the above-described non-transitory recording medium.
[0113] [Appendix] From the above description, for example, the following preferred embodiments of the present invention can be grasped. For the sake of easy understanding of each embodiment, the reference numerals in the drawings are also shown in parentheses for convenience below, but the present invention is not intended to be limited to the illustrated embodiments.
[0114] [Appendix 1] A game system (100) according to one aspect (Appendix 1) of the present invention is a system that controls a game in which a first stage and a second stage are repeated. In the first stage, an instruction reception unit (42) that receives an instruction regarding a variable usage amount (X) related to game value from a user, and in the first stage, according to a consumption amount (Y) that is a part of the usage amount (X), an update processing unit (43) that updates a parameter (H2) regarding a game element of the user, an adjustment value setting unit (44) that sets an adjustment value (Z) according to the usage amount (X), in the second stage, a progress control unit (45) that progresses a specific game using the game element, and in the second stage, a reward management unit (46) that gives a reward (W) corresponding to the adjustment value (Z) to the user according to the result of the specific game.
[0115] According to the above aspect, since the parameter (H2) regarding the game element is updated according to the consumption amount (Y) that is a part of the usage amount (X) instructed by the user, compared with a configuration in which the parameter (H2) is updated according to the entire usage amount (X), a significant difference in the parameter (H2) according to the amount of the usage amount (X) is suppressed. Therefore, a situation where a user who uses a large number of game values can develop a game event overly advantageously is suppressed. That is, the game balance is maintained. Therefore, a decrease in the interestingness of the game can be suppressed. On the other hand, the adjustment value (Z) is set according to the usage amount (X) instructed by the user, and in the second stage, a reward (W) in an amount corresponding to the adjustment value (Z) is given to the user. Therefore, it is possible to give the user sufficient incentives and opportunities to use a large number of game values. Moreover, the first stage including reception of the instruction of the usage amount (X) and update of the parameter (H2) is repeated. Therefore, an interesting game in which the user can strategically instruct the usage amount (X) of the game value for each first stage is realized.
[0116] The type of the "specific game" is arbitrary. For example, any type of game such as a battle game in which a plurality of users battle against each other in various sports, etc., a lottery game in which a user's winning / losing (losing) is probabilistically determined (for example, a physical lottery or an electronic lottery), etc. is included in the concept of the "specific game".
[0117] The "game element" means an element used in a specific game. Specifically, a character appearing in a specific game is exemplified as a game element. For example, in a horse racing game in which a plurality of racehorses race, each racehorse corresponds to a game element. Also, for example, in a lottery game in which any one of a plurality of lottery elements is determined by a lottery process, each lottery element is exemplified as a game element.
[0118] The "parameter (H2)" means a parameter (H2) that affects the result of a specific game, and is, for example, a parameter (H2) related to the ability of a game element. Specifically, a numerical value representing the ability, etc. of a character appearing in a specific game corresponds to the "parameter (H2)". For example, assuming a horse racing game in which a racehorse is used as a game element, a numerical value representing the ability (for example, speed, stamina, or condition) of the racehorse is exemplified as the "parameter (H2)". Also, assuming a lottery game in which the quantity of a reward changes according to the parameter of a lottery element determined by a lottery process, the parameter related to the lottery element (that is, a numerical value that affects the quantity of the reward) corresponds to the "parameter (H2)".
[0119] The "first stage" means a stage of updating the parameter (H2) related to a game element. "Updating" is, for example, a process of updating the parameter (H2) so that the possibility of achieving the goal of a specific game increases. For example, a process of increasing the ability value represented by the parameter (H2) is exemplified as "updating". A process of updating the parameter of a character appearing in a specific game is also expressed as the cultivation of the character.
[0120] The "second stage" is a stage that includes the progress of a specific game using the user's game elements and the awarding of a reward (W) according to the result of the specific game. The "awarding of a reward (W) according to the result of the specific game" means that the presence or absence of the reward (W) for the user or the quantity of the reward (W) awarded to the user depends on the result of the specific game. The result of the specific game is, for example, a win / loss or a ranking.
[0121] "Game value" is a tangible or intangible value used as the consideration for playing a game. Tangible game values are, for example, physical medals (token coins), currency (coins), or tickets. Intangible game values are, for example, electronic medals, electronic currency (electronic money), credit, or points.
[0122] The "adjustment value (Z)" is a variable for setting the quantity of the reward (W) awarded to the user in the second stage. For example, the adjustment value (Z) is a quantity added to a predetermined basic reward (B) or a numerical value (i.e., a magnification factor (R)) multiplied by the basic reward (B).
[0123] The "reward (W)" is a value awarded to the user according to the result of the specific game. The type of the "reward (W)" is arbitrary, but for example, a game value of the same type as the game value used in the first stage is an example of the "reward (W)". However, the type of the game value used in the first stage and the type of the reward (W) awarded to the user in the second stage may be different.
[0124] [Appendix 2] In the specific example (Appendix 2) of Appendix 1, the usage amount (X) is a multiplication value of the consumption amount (Y) and the magnification factor (R), and the instruction received by the instruction receiving unit (42) includes an instruction of the magnification factor (R). According to the above aspect, the user can clearly recognize the consumption amount (Y) contributing to the update of the parameter (H2) of the game element among the usage amount (X) and the magnification factor (R) contributing to the reward (W) in the specific game.
[0125] The instruction of the magnification (R) is, for example, an instruction to select any one of a plurality of candidate values regarding the magnification (R), or an instruction to specify the magnification (R) numerically. The consumption amount (Y) is a variable value instructed by the user, or a predetermined fixed value.
[0126] [Appendix 3] In the specific example of Appendix 1 or Appendix 2 (Appendix 3), the adjustment value setting unit (44) sets the adjustment value (Z) by summing up the quantity (D) corresponding to the usage amount (X) for instructions from the user over a plurality of times. According to the above aspect, since the adjustment value (Z) is set by summing up the quantity (D) corresponding to the usage amount (X) for instructions from the user over a plurality of times, an incentive for the user to use a large number of game values over a plurality of first stages is given.
[0127] The quantity (D) (quantity corresponding to the usage amount (X)) summed up in setting the adjustment value (Z) is the usage amount (X) itself or a part of the usage amount (X). For example, a configuration in which the adjustment value (Z) is set by summing up the usage amount (X) over a plurality of first stages, or a configuration in which the adjustment value (Z) is set by summing up the quantity (D) obtained by subtracting the consumption amount (Y) from the usage amount (X) over a plurality of first stages, is assumed.
[0128] [Appendix 4] In the specific example of Appendix 3 (Appendix 4), the adjustment value setting unit (44) sets the adjustment value (Z) by summing up the quantity (D) obtained by subtracting the consumption amount (Y) from the usage amount (X) for instructions from the user over a plurality of times. According to the above aspect, an incentive for the user to use a sufficient quantity (D) of game values over a plurality of first stages is given.
[0129] [Appendix 5] In any of the specific examples from Supplementary Note 1 to Supplementary Note 4 (Supplementary Note 5), the reward management unit (46) gives the user a quantity of rewards (W) corresponding to the basic reward (B) set for each specific game and the adjustment value (Z). According to the above aspect, it is possible to vary the quantity of the rewards (W) in various ways for each specific game while depending on the adjustment value (Z).
[0130] The configuration and process for setting the quantity of the rewards (W) according to the basic reward (B) and the adjustment value (Z) are arbitrary. For example, a form in which the reward management unit (46) sets the quantity of the rewards (W) by adding the basic reward (B) set for each specific game and the quantity corresponding to the adjustment value (Z), or a form in which the reward management unit (46) sets the quantity of the rewards (W) by multiplying the basic reward (B) set for each specific game by the adjustment value (Z) is assumed.
[0131] [Supplementary Note 6] In the specific example of Supplementary Note 5 (Supplementary Note 6), a display control unit (41) is further provided that causes a display device (23) to display a first ranking of a plurality of users regarding a first total reward amount (P1) obtained by summing the basic rewards (B) for one or more past specific games, and a second ranking of a plurality of users regarding a second total reward amount (P2) obtained by summing the quantities of the rewards (W) for one or more past specific games. According to the above aspect, a user who has obtained a large number of rewards (W) corresponding to the adjustment value (Z) by using a large number of game values in the first stage is likely to obtain a higher position in the second ranking, while a user who has obtained a large number of basic rewards (B) while suppressing the use of game values in the first stage may be able to obtain a higher position in the first ranking. That is, not only users who use a large number of game values but also users who use a small number of game values may be able to be positioned at the top of the ranking. Therefore, both users who use a large number of game values and users who use a small number of game values can maintain the incentive to play the game.
[0132] [Supplementary Note 7] In any of the specific examples from Supplementary Note 1 to Supplementary Note 6 (Supplementary Note 7), in the second stage, the reward management unit (46) grants the user the reward (W) corresponding to the quantity within the restricted range among the adjustment values (Z), and the remaining quantity obtained by subtracting the quantity within the restricted range from the adjustment value (Z) is carried over as the adjustment value (Z) in the immediately subsequent first stage or second stage. In the above aspect, since the quantity applied to the setting of the reward (W) in the second stage among the adjustment values (Z) is restricted within the restricted range, the possibility that the number of rewards (W) granted to the user becomes excessively large is reduced. Also, the remaining quantity other than the quantity within the restricted range among the adjustment values (Z) is carried over as the adjustment value (Z) in the immediately subsequent first stage or second stage. Therefore, an incentive to continue playing the game can be given to the user.
[0133] [Supplementary Note 8] In the specific example of Supplementary Note 7 (Supplementary Note 8), the restricted range is set for each specific game. According to the above aspect, it is possible to make the quantity (and thus the reward (W)) applied to the setting of the reward (W) among the adjustment values (Z) different for each specific game.
[0134] [Supplementary Note 9] In any of the specific examples from Supplementary Note 1 to Supplementary Note 8 (Supplementary Note 9), the instruction receiving unit (42) restricts the number of times of receiving an instruction of the usage amount (X) from the user in the first stage within a predetermined restricted number of times.
[0135] [Supplementary Note 10] In any of the specific examples from Supplementary Note 1 to Supplementary Note 8 (Supplementary Note 10), the instruction receiving unit (42) restricts the time of receiving an instruction of the usage amount (X) from the user in the first stage within a predetermined restricted time.
[0136] [Supplementary Note 11] In any of the specific examples from Supplementary Note 1 to Supplementary Note 8 (Supplementary Note 11), the instruction receiving unit (42) restricts the total value of the usage amount (X) related to one or more instructions received from the user in the first stage within a predetermined restricted range.
[0137] [Appendix 12] A game control method according to one aspect of the present invention is a method for controlling a game in which a first stage and a second stage are repeated. In the first stage, an instruction of a variable usage amount (X) related to game value is received from a user. In the first stage, according to a consumption amount (Y) which is a part of the usage amount (X), a parameter (H2) related to a game element of the user is updated. According to the usage amount (X), an adjustment value (Z) is set. In the second stage, a specific game using the game element is advanced. In the second stage, a reward (W) corresponding to the adjustment value (Z) is given to the user according to the result of the specific game.
[0138] [Appendix 13] A program according to one aspect of the present invention causes a computer system (11, 21) to function as an instruction reception unit (42) that receives an instruction of a variable usage amount (X) related to game value from a user in the first stage, an update processing unit (43) that updates a parameter (H2) related to a game element of the user according to a consumption amount (Y) which is a part of the usage amount (X) in the first stage, an adjustment value setting unit (44) that sets an adjustment value (Z) according to the usage amount (X), a progress control unit (45) that advances a specific game using the game element in the second stage, and a reward management unit (46) that gives a reward (W) corresponding to the adjustment value (Z) to the user according to the result of the specific game in the second stage, in order to control a game in which a first stage and a second stage are repeated.
Explanation of Signs
[0139] 100... game system, 10... central unit, 11, 21, 31... control device, 12, 22, 32... storage device, 13, 33... communication device, 14... drive device, 20... station, 23... display device, 24... operation device, 25... reception device, 200... communication network, 300... management system, 40... control processing unit, 41... display control unit, 42... instruction reception unit, 43... update processing unit, 44... adjustment value setting unit, 45... progress control unit, 46... reward management unit.
Claims
1. A system for controlling a game that executes a second stage after executing a first stage, in the first stage, an instruction reception unit that receives from a user an instruction on the usage amount regarding the game elements owned by the user, in the first stage, an update processing unit that updates parameters regarding the game elements according to the consumption amount which is a part of the usage amount, the instruction reception unit receives from the user an instruction on an arbitrary usage amount regarding the parameters updated by the update processing unit, an adjustment value setting unit that sets an adjustment value based on a numerical value obtained by subtracting the consumption amount from the usage amount, in the second stage, a progress control unit that progresses a specific game using the game elements, in the second stage, a reward management unit that gives a reward corresponding to the adjustment value to the user according to the result of the specific game A game system comprising the above.
2. On a computer incorporated in a system for controlling a game that executes a second stage after executing a first stage, in the first stage, an instruction reception procedure for receiving from a user an instruction on the usage amount regarding the game elements owned by the user, in the first stage, an update processing procedure for updating parameters regarding the game elements according to the consumption amount which is a part of the usage amount, the instruction reception procedure receives from the user an instruction on an arbitrary usage amount regarding the parameters updated by the update processing procedure, an adjustment value setting procedure that sets an adjustment value based on a numerical value obtained by subtracting the consumption amount from the usage amount, in the second stage, a progress control procedure for progressing a specific game using the game elements, [[ID=!6]]in the second stage, a reward management procedure that gives a reward corresponding to the adjustment value to the user according to the result of the specific game A game control method for causing the above to be executed.
3. A computer incorporated in a system for controlling a game that executes a second stage after executing a first stage, in the first stage, an instruction reception means for receiving from a user an instruction on the usage amount regarding the game elements owned by the user, in the first stage, an update processing means for updating parameters regarding the game elements according to the consumption amount which is a part of the usage amount, The instruction receiving means receives an instruction of an arbitrary usage amount from the user regarding the parameter updated by the update processing means, adjustment value setting means for setting an adjustment value based on a numerical value obtained by subtracting the consumption amount from the usage amount, progress control means for advancing a specific game using the game element in the second stage, reward management means for awarding a reward corresponding to the adjustment value to the user according to the result of the specific game in the second stage A program that functions as.
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