Game system and program

The game system transfers development progress and experience to new elements, addressing the waste of previous effort and maintaining player interest by managing game elements through controlled parameter changes and acquisitions.

JP7754440B2Active Publication Date: 2025-10-15BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021025087
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-19
Publication Date
2025-10-15
Estimated Expiration
2041-02-19

AI Technical Summary

Technical Problem

Existing game systems either require players to develop new game elements from scratch, wasting previous effort and experience, or make development too easy, disregarding previous effort and deterring players from switching game elements.

Method used

A game system that manages game elements, allowing players to transfer development progress and experience to new elements through controlled parameter changes and acquisitions based on specific conditions, ensuring a sense of joy and continuity.

Benefits of technology

Enables players to seamlessly transition to new game elements without losing previous effort, maintaining interest and fairness, while allowing for diverse game specifications and player-driven element selection.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a server system and the like that even in the case of replacing a raised game element having been raised until now with a new game element acquired newly, can give a happiness sense to a player at the time of newly acquiring the game element without wasting the player's past labor and experience with respect to the raised game element and thereby can improve interest in a game.SOLUTION: A server device 10 has a configuration in which in the case of executing a game using a raising target character and the like and in the case of newly acquiring a raising target character and the like and executing raising target character replacement control processing of replacing a raised raising target character having been raised and managed until now with the new raising target character and the like as a character to be used in the game, a raising control parameter of the managed raising target character is handed over to the new raising target character and the like.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a game system, a program, and the like. [Background technology]

[0002] In recent years, game systems that allow players to play entertaining games that include a lottery element, in which randomly selected characters or items are provided based on a player's acquisition request during the game (i.e., games that include events that allow players to acquire game elements) have become common.

[0003] Recently, in particular, there has been known such a game in which a player is given a game element having the same attributes as a game element that the player already has, thereby providing the player with an advantageous effect (for example, Patent Document 1).

[0004] Meanwhile, in recent years, one form of game known is one that has "development elements," "strengthening elements," or "evolution elements" that allow a player to select game elements to use from among game elements such as characters (i.e., player characters) and items owned by the player, and then play the game, selectively improving the abilities of the desired game elements.

[0005] In particular, recently, among games that provide new game elements to be developed, there are known games that make development easier if the game elements are provided to the player on a trial basis (for example, Patent Document 2). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Patent No. 5329719 [Patent Document 2] Patent No. 6671903 Summary of the Invention [Problem to be solved by the invention]

[0007] However, in the game described in Patent Document 1 above or the game system that provides it, if a game element that has already been developed is being used, the newly acquired game element will have to be developed from scratch, which often results in the player's effort and experience with the game element that has been developed up to that point being wasted.

[0008] On the other hand, in the game described in Patent Document 2 above or the game system that provides it, it is made easy to develop new game elements to be developed, but the new game elements to be developed do not reflect the player's effort and experience with the game, and many players hesitate to switch from game elements that they have been using previously.

[0009] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a server system or the like that, when a player acquires a new game element to be developed that he or she has not yet acquired, gives the player a sense of joy upon said acquisition without wasting the player's efforts and experience, even if the player switches from a game element that he or she has been using up until now to a new game element to be developed, and thereby makes the game more interesting. [Means for solving the problem]

[0010] (1) In order to solve the above problems, the present invention provides: A game system for executing a game using game elements to be developed, acquisition processing means for executing a game element acquisition process that allows a player to acquire the game element when a given acquisition condition is met; a game element management means for managing, as managed training target game element information, information stored in a storage means, in which the training target game elements, which are the game elements to be trained acquired by the game element acquisition process, training progress parameters indicating parameters that define the training progress of the training target game elements, and control content information that defines control content for a given training-related process related to the training of the training target game elements; a development control means for controlling a change in the development progress parameter when a given execution condition is met, thereby executing a development control process for the development target game element managed in association with the development progress parameter; a determination means for executing a determination process that determines a control content for the development-related process related to the development of the new development-target game element based on a development progress parameter of at least one specific development-target game element that has already been managed when the new development-target game element indicating the new development-target game element is acquired by the game element acquisition process; providing means for providing information about a game including the development target game element to the player; Equipped with The game element management means registering information about the new training target game element, including control content information indicating the control content determined by the determination process, as the managed training target game element information in a storage device; When executing a given development-related process for the managed development target game element, the control content information stored in association with the managed development target game element is provided to a means for executing the development-related process.

[0011] With this configuration, when, for example, a player character or item (hereinafter referred to as "character, etc.") to be operated and controlled is switched to a new game element to be developed, the effort and experience gained from developing the game element up to that point can be carried over to the new game element without having to develop the new game element from scratch.

[0012] For example, in the present invention, when a new player character to be trained is acquired, and the player starts using the new player character and stops using the player character that has been trained up until now, the effort and experience spent on training the player character that has been stopped can be carried over to the new player character, and these can be utilized without being wasted.

[0013] In other words, even when starting to use a new game element to be trained, the present invention can eliminate the performance difference between the new game element to be trained and other game elements that have already been trained, without having to train it from scratch, so the new game element to be trained can be used without hesitation.

[0014] Therefore, in a game in which game elements such as player characters and items are developed, even if the player acquires an unacquired game element at a certain stage in the development game, the present invention can give the player a sense of joy in acquiring a new character without wasting the player's effort or experience, thereby increasing the player's interest in the game.

[0015] In addition, "game elements" include: (A1) A character such as a player character operated by a player, or a character that is an ally of the player character (hereinafter referred to as a "character equivalent to a player character"), or a game medium in which such a character is defined, and (A2) Character items with defined parameters such as weapons, tools, in-game currency, abilities, experience points, and ability values, or game media such as cards with defined character items, Includes:

[0016] Furthermore, "given acquisition conditions" include, for example, completing a quest, obtaining a specific item (including the quantity, level, and other qualities), defeating an enemy character, winning a lottery, or receiving a gift from another player.

[0017] And the "development progress parameter" is, (B1) A unique parameter that defines a player character, a character equivalent thereto, or a character item, and that defines the training status (status) or training progress (amount of training) of a training target such as a player character, or (B2) When an item (i.e., a training material item) for training a player character by combining it with the player character is used in the training control process, parameters for specifying the number or amount of the training material items, or the attributes of the training material items such as level or ability value, Shows.

[0018] In addition, the "given execution conditions" include, for example, (C1) Conditions related to game events such as clearing quests or stages, game progress, fighting or defeating enemy characters or other players (specifically, player characters), or winning mini-games; (C2) In the synthesis process of synthesizing other items such as material items with the player character or item to be trained, conditions regarding the synthesis process when the synthesis is successful (including both cases where other game elements are consumed (de-owned) and cases where they are not consumed (continued possession)), (C3) Execution conditions based on the player's instructions (intention), such as charging a predetermined amount or consuming a predetermined amount of points. (C4) Conditions related to game progress and game status, such as progress in the game and the passage of time, and (C5) When a game element for controlling the development progress that contributes to the development progress of the development target game element is used in the development control process, conditions regarding the game element for controlling the development progress, such as the number, quantity, or quality of the game element, These include:

[0019] The "development control process" refers to the process of changing the parameters (one or more types of parameters) of the character to be developed, i.e., the development progress parameters, in a direction advantageous to the player, and refers to the process of developing the game elements to be developed (processing for strengthening the characters and items to be developed within the game).

[0020] In particular, "development control processing to be executed when given execution conditions are met" indicates that when each of the above conditions is met, an instruction to execute player development is input or the process is executed automatically.

[0021] In addition to the above, "at least one... of the development in a specific development area element that has been managed" "Based on the development progress parameter" means based on the development progress parameter of at least one development target game element.

[0022] In particular, in this case, when using the training progress parameters for a plurality of specific training target game elements, it may be based on a calculated value such as the total value or average value of the parameters of a plurality of specific training target game elements.

[0023] The "specific managed development target game elements" used in the determination process refer to, for example, managed development target game elements designated by a player, managed development target game elements won by lottery processing, or managed development target game elements that meet specified conditions such as the game situation.

[0024] Furthermore, the "development-related processing" includes, for example, development control processing and item element acquisition processing.

[0025] The "control content of the development-related process" and "control content information" include, for example, (D1) Control content (information) when a new game element to be raised is used in the raising control process as a managed game element to be raised, or (D2) Control content (information) when a game element acquisition process is executed to execute a breeding control process for a new breeding target game element as a managed breeding target game element; These include:

[0026] For example, when "growth control processing" is used as the "growth-related processing", the "control content" is (D1-1) Initial value of the training progress parameter of the new training target game element, (D1-2) The amount of change in the training progress parameter of the new training target game element, (D1-3) Costs for executing the growth control process based on the growth progress parameters, (D1-4) In the case where the value of a game element other than the game element to be developed, such as a material item for development, directly indicates the development progress parameter, the value is an attribute such as the level of the other game element, or a numerical value such as the number or amount of the game element for development to be used (i.e., the value that becomes the development progress parameter), (D1-5) When other game elements other than the game element to be developed, such as a material item for development, are synthesized into a managed specific game element to be developed, and are consumed during the development control process, the ability value of the other game element to be displayed when the development control process is executed (for example, the value to be added to or multiplied to the development progress parameter such as the ability value at the time of synthesis), and (D1-6) When the development control process controls the variation of the development progress parameter by lottery (for example, when a winner is selected from among a plurality of variation amounts added to the development progress parameter by lottery based on a development progress control item), the lottery probability (including cases where a game element other than the development target is used in the development control process, such as synthesis using a material item), These include:

[0027] When the "game element acquisition process" is used as the "development-related process", the "control content" is as follows: (D2-1) The type, level (quality), and other attributes or number of game elements (hereinafter referred to as "game elements for controlling development progress") such as material items for controlling the development progress parameters of new development target game elements, when acquired by the acquisition process; (D2-2) Execution timing of acquisition processing in new training target game elements and training progress control game elements; (D2-3) The cost of acquiring new game elements to be trained and game elements for controlling the training progress, and (D2-4) When new game elements to be developed and game elements for controlling the development progress are acquired by lottery, the probability of winning the lottery is These include:

[0028] Furthermore, "determining the control content for the development-related processing related to the development of the new development target game element based on the development progress parameter of the specific development target game element that has already been managed" is as follows: (E1) Adjusting the values ​​and data of (D1) and (D2) according to the difference between the parameters of the managed specific game element to be developed, such as the level, and the parameters of the new game element to be developed, or (E2) When multiple managed specific development target game elements are used, this includes controlling (E1) based on predetermined calculated values ​​such as their statistical values ​​(average value or deviation value) or total values.

[0029] (2) The present invention also provides The control content defines the game element acquisition process, and includes content related to the acquisition of a game element for controlling a development progress to be used in the development control process of the managed development target game element; The acquisition processing means The game element acquisition process is executed as the development-related process, and The game device is configured to allow the player to acquire the game element for controlling the development progress based on the control content information.

[0030] With this configuration, when a new development target game element becomes a development target, the present invention allows the player to acquire other game elements that affect the development control of the new development target game element, such as bonus items or items for improving the new development target game element.

[0031] Therefore, the present invention not only controls the development control parameters but also can adopt a wide range of game specifications.

[0032] (3) The present invention also provides the control content includes a content that defines the development control process, and a control content that defines a change in the development progress parameter when the development control process is executed for the development target game element; The growth control means The growth control process is executed as the growth-related process, and The control device is configured to control the variation of the development progress parameter based on the control content information.

[0033] With this configuration, the present invention can directly control the parameters of a new game element to be developed, making it easy to perform processing to eliminate performance differences between the new game element and other game elements to be developed that are already being developed.

[0034] (4) The present invention also provides The determining means The determination process is configured to determine the control content for fluctuations in the development progress parameters when executing the development control process for the new development target game element, in a direction advantageous to the player, based on the development progress parameters for the specific development target game element that has already been managed.

[0035] With this configuration, the present invention can directly control the parameters of a new game element to be developed, making it easy to perform processing to eliminate performance differences between the new game element and other game elements to be developed that are already being developed.

[0036] (5) The present invention also provides The acquisition processing means allowing the player to acquire a game element for controlling the development progress that contributes to the development progress of the development target game element; The growth control means The game element for controlling the development progress is controlled based on the control content information, thereby controlling the variation of the development progress parameter.

[0037] With this configuration, the present invention can also be applied to cases where the development control process is executed using game elements other than the development target game elements, such as material items.

[0038] It should be noted that "game elements for controlling training progress that contribute to training progress" are game elements that control fluctuations in training progress parameters, and are used to modify training progress parameters, for example, by combining material items or consumable items, or by being consumed.

[0039] Furthermore, the "quantity of game elements for controlling development progress" includes not only the number but also the quantity, and the "attributes of game elements for controlling development progress" includes, for example, the type, level, the presence or absence of characteristics and their numerical values, and other abilities (i.e., qualities).

[0040] (6) The present invention also provides The determining means The determination process is configured to determine the control content for the development progress parameter in the new development target game element to be content that exerts the same effect, or an effect that is deemed to be the same effect, as the effect enjoyed by the player when the development control process as the development-related process is executed for the development progress parameter in the specific development target game element that has already been managed.

[0041] With this configuration, the present invention can give the player a sense of joy in acquiring a new character by using newly acquired game elements to be developed, without wasting the player's effort and experience with previously managed game elements to be developed, thereby increasing the player's interest in the game.

[0042] The "same effect" means, for example, (F1) If the training progress parameter for a specific training target game element that has already been managed at the time of the determination process is "5", the initial value of the training progress parameter for a new training target game element will be "5". (F2) If the progress of the training progress parameter of a specific training target game element already managed in the training control at the time of the determination process is "+5 (initial value is +1) (for each increase in the level of the game element)", the progress of the training progress parameter of a new training target game element in the training control process after the determination process will be "+5 (for each increase in the level of the game element)", or (F3) If the contribution to a specific training target game element managed for each training progress control game element at the time of the determination process is "5 (initial value is 1)", the contribution to a new training target game element in the training control process after the determination process will be "5". Shows.

[0043] Furthermore, "effects that are considered to be the same" refers to effects that are the same as those that would be produced if the values ​​of the training progress parameters were the same, but not the same as the values ​​of the parameters.

[0044] (7) The present invention also provides The determining means The system is configured to set the managed specific development target game element used in the determination process as unusable in the game, or to change the development progress parameter of the managed specific development target game element in a direction that is disadvantageous to the player.

[0045] With this configuration, the present invention makes the player aware that the effort and experience he or she has put into developing game elements up until now will be carried over to new game elements, and can ensure the fairness of the game.

[0046] It should be noted that "setting a specific managed development target game element to be unusable in the game" means, for example, consuming (destroying) it in the game to prevent it from being used, or locking it so that it cannot be operated.

[0047] Furthermore, "changing the training progress parameter of a specific managed training target game element in a direction disadvantageous to the player" refers to, for example, initializing the training progress parameter.

[0048] However, in the present invention, when the "control content of the development control process for a new development target game element" is returned to a normal state such as an initial setting (reset), it is preferable to restore the "specific managed development target game element" to the state it was in before the determination process.

[0049] (8) The present invention also provides The system further includes a setting means for setting the development target game element that meets given setting conditions from among a plurality of managed development target game element information stored in the storage means to the at least one managed specific development target game element.

[0050] With this configuration, the present invention can improve the entertainment value of the training game by reflecting the player's intentions and will in the training target game elements or by incorporating game elements.

[0051] The "given setting conditions" include, for example, (G1) Instructed by the player, (G2) The status of the training target game element, such as the training target game element having a predetermined level, satisfies a predetermined condition (such as the highest or lowest training progress parameter), (G3) Having won a lottery, or (G4) A combination of two or more of (G1) to (G3) However, in the case of (G4), the managed specific game element to be developed may be set in the order of winning, designation, and fulfillment of the conditions, or the managed specific game element to be developed may be set in the order of fulfillment of the conditions and designation, winning, or any other order is also acceptable.

[0052] (9) The present invention also provides The set conditions include winning a given lottery process.

[0053] With this configuration, the present invention allows for the possibility of winning a training target game element with a high (or low) training progress parameter, or a training target game element that the player likes (or dislikes), and since gameplay can be incorporated into the selection of specific, managed training target game elements, the entertainment value of the training game can be improved.

[0054] The "given lottery process" may include, for example, (H1) A process of selecting from all stored managed development target game elements; (H2) A process in which a player designates one of all stored managed development target game elements, and a lottery is performed from among the designated managed development target game elements; (H3) A process of selecting managed development target game elements that meet predetermined lottery candidate conditions from among all stored managed development target game elements (a lottery process after narrowing down the selection targets); Includes:

[0055] In particular, the lottery candidate conditions for (H3) include, for example, meeting conditions regarding predetermined game elements, such as the game element with the most advanced level of development (i.e., the largest value of the development progress parameter) (or the game element with the slowest level of development).

[0056] Furthermore, in the "given lottery process," it is sufficient that a specific, managed game element to be developed is set by lottery, and if multiple specific, managed game elements to be developed are drawn by lottery, all or two or more of the drawn specific game elements to be developed may be set.

[0057] Furthermore, the winning probability of the managed development target game elements that are the subject of the lottery may be the same probability for all, or may be a winning probability that is set individually depending on the value of the development progress parameter, the level, attributes, characteristics, or ability values ​​of the game elements, etc.

[0058] (10) The present invention also provides The setting conditions include those specified based on an operation instruction from the player.

[0059] With this configuration, the present invention allows a player to set a development target game element that reflects the player's wishes as a specific, managed development target game element, for example, when the player wants to replace a development target game element or when the acquired development target game element is no longer needed.

[0060] Furthermore, by using the present invention in combination with a lottery process, it is possible to set specific, managed game elements to be developed while reflecting the player's intentions and establishing gameplay.

[0061] In addition, "designated based on the player's operation instructions" includes, for example, (J1) It is designated from all managed development target game elements that are stored, and (J2) It is designated from managed development target game elements that satisfy predetermined designation candidate conditions among all managed development target game elements that are stored. Includes:

[0062] Specifically, the "predetermined candidate conditions" include having predetermined parameter values ​​such as a predetermined level or experience points, having predetermined items, attributes, or abilities, or being of a predetermined type, and other conditions related to predetermined game elements.

[0063] Furthermore, managed development target game elements that meet the "predetermined designation candidate conditions," i.e., managed development target game elements that can be designated by the player, need to be selected by the player, and therefore, in principle, it is preferable that they be presented to the player.

[0064] The phrase "designated based on the player's operation instruction" may include, for example, one or more game elements to be developed.

[0065] (11) The present invention also provides a display control means for displaying, on a display means, a preview of predicted control content when the determination process is executed for the new training target game element and the training target game element designated by the player from among the managed training target game elements, when the at least one training target game element is set as the managed specific training target game element based on an operation instruction from the player; The setting means When a confirmation instruction is received from the player after the preview display, the development target game element that is the subject of the confirmation instruction is set as a specific development target game element that has already been managed.

[0066] With this configuration, when a training target game element is designated as a specific, managed training target game element, the present invention allows the player to consider whether to replace the training progress and future training status with an already trained training target.

[0067] Therefore, the present invention can provide a friendly game for players, and can set specific, managed development target game elements based on the player's wishes, so that the player will not be disadvantaged by switching to new development target game elements.

[0068] In addition, "preview" includes, when a specific managed game element to be developed is designated through a lottery process and a player's designation, whether it is a preview of a player's designation before the lottery process or a preview of a player's designation after the lottery process.

[0069] Furthermore, a "confirmation instruction" refers to an instruction by which the player expresses consent to setting a specific game element to be managed as a development target.

[0070] (12) The present invention also provides The set conditions include conditions relating to the training progress parameters.

[0071] With this configuration, the present invention can automatically set, for example, a training progress parameter indicating the highest (or a specified number of higher) or lowest (or a specified number of lower) training progress as a specific, managed game element to be trained, so that a game element that many players consider to be a replacement for a training object can be set as a specific, managed game element to be trained.

[0072] The "conditions regarding the training progress parameters" include, for example, (K1) The development progress parameter is the highest or lowest, and (K2) The initial value of the training progress parameter of the new training target game element has a training progress parameter that is equal to or greater than the maximum value or a predetermined value; These include:

[0073] In particular, in this case, when two or more managed specific game elements to be developed are set, the "conditions regarding development progress parameters" are, for example, the game elements with the highest (lowest) development progress up to a predetermined number of game elements.

[0074] (13) The present invention also provides The condition regarding the training progress parameter includes that the training progress parameter is at the best value for the player at a given timing.

[0075] With this configuration, the present invention can set game elements that many players expect to replace as training targets as managed specific training target game elements.

[0076] The specified timing includes the timing when the decision process is performed, the timing when a new game element to be developed is acquired, the timing when given conditions for acquiring the element are met, or the timing specified by the player.

[0077] (14) The present invention also provides The determining means When a plurality of the managed specific training target game elements are set, a given calculation is performed on the training progress parameters of the plurality of specific training target game elements; The control content is determined based on the result of the calculation.

[0078] With this configuration, the present invention can aggregate multiple managed specific development target game elements to create new game elements as development targets, thereby making it possible to make use of the inadvertently large number of managed development target game elements in the game.

[0079] It should be noted that the term "given calculation" refers to calculating a statistical value based on, for example, an average value or a total value.

[0080] (15) In order to solve the above problems, the present invention provides: A program for executing a game using game elements to be developed, acquisition processing means for executing a game element acquisition process that allows a player to acquire the game element when a given acquisition condition is met; a game element management means for managing, as managed training target game element information, information stored in a storage means, in which a training target game element, which is a game element to be trained acquired by the game element acquisition process, a training progress parameter indicating a parameter that defines a training progress of the training target game element, and control content information that defines a control content for a given training-related process related to the training of the training target game element; a development control means for controlling a change in the development progress parameter when a given execution condition is met, thereby executing a development control process for the development target game element managed in association with the development progress parameter; a determination means for executing a determination process that determines control content for defining the development-related process for developing the new development-target game element based on a development progress parameter of at least one specific development-target game element that has already been managed when the new development-target game element indicating the new development-target game element is acquired by the game element acquisition process; and providing means for providing the player with information about a game including the development target game element; Make the computer function as The game element management means registering information about the new training target game element, including control content information indicating the control content determined by the determination process, as the managed training target game element information in a storage device; When executing a given development-related process for the managed development target game element, the control content information stored in association with the managed development target game element is provided to a means for executing the development-related process.

[0081] With this configuration, the present invention can eliminate performance differences between a new development target game element and other development target game elements that are already being developed, even when the new development target game element is used immediately after being acquired, so that the new development target game element can be used without hesitation.

[0082] Therefore, in a game in which a player develops game elements such as player characters and items, even if the player acquires an unacquired game element at a certain stage in the development game, the present invention can give the player a sense of joy in acquiring a new character without wasting the player's effort or experience, thereby increasing the player's interest in the game. [Brief explanation of the drawings]

[0083] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] 10A and 10B are diagrams illustrating a control process for switching characters to be raised in one embodiment. [Figure 5] FIG. 10 is a diagram illustrating an example of character information stored in a character information storage unit according to an embodiment. [Figure 6] 10A and 10B are diagrams illustrating a replacement candidate setting process included in the determination process of an embodiment. [Figure 7] FIG. 10 is a diagram (part 1) for explaining the control content determination process included in the determination process of an embodiment. [Figure 8] FIG. 10 is a diagram (part 3) for explaining the control content determination process included in the determination process of an embodiment. [Figure 9] FIG. 10 is a diagram (part 4) for explaining the control content determination process included in the determination process of an embodiment. [Figure 10]FIG. 5 is a diagram (part 5) for explaining the control content determination process included in the determination process of an embodiment. [Figure 11] 10 is a flowchart illustrating an operation of a character-to-be-raised replacement control process executed by the server device of one embodiment. [Figure 12] 10 is a flowchart illustrating an operation of a growth control process executed by a server device according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0084] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0085] [1] Game System First, the outline and general configuration of the game system 1 of this embodiment will be described with reference to Fig. 1. Fig. 1 shows an example of the system configuration of the game system 1 of this embodiment. This is a diagram.

[0086] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0087] A player can access the server device 10 from a terminal device 20, obtain a game from the server device 10 via the Internet, and play the game. In addition, by accessing the server device 10 from a terminal device 20, a player can play a game while communicating with other players.

[0088] In particular, the server device 10 is an information processing device capable of providing a service that allows players to play games using terminal devices 20 connected for communication via the Internet. The server device 10 can also function as, for example, an SNS server that provides a service that allows communication between multiple players (i.e., an information processing device that provides a communication-type service).

[0089] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS that it provides.

[0090] Specifically, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in a web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0091] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to connect to other players' devices (smartphones, PCs, game consoles, etc.) via a network, and provide an online game in which players can simultaneously share the same game progress online.

[0092] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0093] Information such as billing information and game information stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0094] Specifically, the server device 10 of this embodiment receives input information based on operations by a player of the terminal device 20 (i.e., a player who executes a game), and performs game processing based on the received input information.

[0095] Then, the server device 10 transmits the game processing result to the terminal device 20. The terminal device 20 has a configuration for performing various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the results can be viewed by the player.

[0096] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0097] The terminal device 20 also includes a web browser capable of viewing web pages (HTML data). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a web browser function for controlling display using data received from the server device 10 (web data, data created in HTML format, etc.), and for transmitting player operation data to the server device 10.

[0098] For example, the terminal device 20 may acquire necessary information, such as game information about other players when they are competing, from the server device 10, execute game processing based on a game application stored in a memory area (the memory unit 270 described later), and also execute various processes to provide a game screen to the player, allowing the player to play the game.

[0099] Furthermore, for example, the terminal device 20 may transmit player operation data to the server device 10, while acquiring game control information provided by the server device 10, and execute predetermined game processing, thereby executing a game based on the game processing.

[0100] In particular, when the terminal device 20 executes game processing based on game control information provided by the server device 10, it makes a request to the server device 10 to play a predetermined game, and is connected to the game site of the server device 10, and the game begins.

[0101] The terminal device 20 is configured to use an API as needed to cause the server device 10 functioning as an SNS server to perform a predetermined process, or to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, thereby executing a game.

[0102] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (each unit) of Fig. 2 are omitted.

[0103] The server device 10 includes an input unit 120 for use by the administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0104] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.

[0105] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of this embodiment is configured by a liquid crystal display or the like.

[0106] The information storage medium 180 (computer-readable medium) stores programs and data. It stores data and other information, and its functions are realized by optical disks (CD, DVD), magneto-optical disks (MO), magnetic disks, hard disks, magnetic tapes, or memories (ROM).

[0107] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0108] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0109] In addition to the main memory 142, the memory unit 140 of this embodiment also includes: (A1) A game data storage unit 144 that stores information about the game (hereinafter referred to as "game information"), such as various table data used when executing game processing; (A2) a player information storage unit 146 in which information about each player (hereinafter referred to as "player information") is stored; and (A3) An item and character information storage unit 148 in which game elements such as player characters to be developed by each player or items equipped to each player character (hereinafter referred to as "characters") are stored as character information in association with each player; It has the following characteristics.

[0110] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0111] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0112] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, it performs processes to provide various services in response to requests from terminals.

[0113] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a reception processing unit 104, an item / character acquisition processing unit 105, an item / character management unit 106, a training control unit 107, a training content determination processing unit 108, a display control unit 109, a timer management unit 110, and an information provision unit 111.

[0114] For example, the item / character acquisition processing unit 105 of this embodiment constitutes the acquisition processing means of the present invention, and the item / character management unit 106 constitutes the game element management means of the present invention. Also, for example, the training control unit 107 of this embodiment constitutes the training control means and setting means of the present invention, and the training content determination processing unit 108 constitutes the determination means of the present invention. Furthermore, for example, the display control unit 109 of this embodiment constitutes the display control means of the present invention, and the information provision unit 111 constitutes the provision means of the present invention.

[0115] The communication control unit 101 performs processing for transmitting and receiving data to and from the terminal device 20 via the network. That is, the server device 10 performs various processes based on the information received by the communication control unit 101 from the terminal device 20 and the like.

[0116] In particular, the communication control unit 101 of this embodiment works in conjunction with the information providing unit 111 to perform processing to transmit game screens and information related to the game to the terminal device 20 of the player based on a request from the terminal device 20 of the player.

[0117] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0118] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0119] The game management unit 103 works in conjunction with the terminal device 20, and executes game processing related to a role-playing game (RPG) or a fighting game for each player based on the player's operations input via the terminal device 20.

[0120] In particular, the game management unit 103 executes various games for each player based on the player's instructions or at the timing required for the game progress (before the game starts or during the game).

[0121] Specifically, the game management unit 103 executes a game control process that controls the execution of the game using game media (for example, items) owned by the player, based on the accepted player instructions.

[0122] The reception processing unit 104 receives information about the game (including information about operation input) transmitted from each terminal device 20 as game information.

[0123] The item / character acquisition processing unit 105 executes an acquisition control process that allows the player to acquire an item by visiting a predetermined location in the game space at a given timing, by completing a task such as clearing a stage, by winning a lottery process (by being selected in a selection process that selects a specific item (including a player character) from multiple items), or by purchasing an item using in-game currency, etc.

[0124] The item / character management unit 106 manages information about items stored for each player in the item / character information storage unit 148 as item information, such as new registration and updates.

[0125] The development control unit 107 executes development control processing for characters owned by each player and to be developed.

[0126] The development content determination processing unit 108 executes development content determination processing for determining the content of development control processing for each character, etc. for each player.

[0127] The display control unit 109 displays information about the player character etc. when executing the development control process. The information providing unit 111 generates display data for displaying the information on the corresponding terminal device 20 .

[0128] The timer management unit 110 has a timer function, and is used to manage each period during the game in conjunction with the development control unit 107 and the display control unit 109 or the terminal device 20, etc.

[0129] The information providing unit 111 generates various types of game control information (including information related to development control) for causing the terminal device 20 to process the game, and provides the information to the terminal device 20 in question.

[0130] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0131] The input unit 260 is a device for inputting input information from the player, and outputs the player's input information to the processing unit 200. The input unit 260 of this embodiment includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.

[0132] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.

[0133] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0134] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0135] In this embodiment, the programs and game data for causing a computer to function as each unit of this embodiment, which are stored in the information storage medium 180 and storage unit 140 of the server device 10, are received via a network, and the received programs and data are stored in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. Such cases of receiving programs and data and causing a network system to function are also included within the scope of the present invention.

[0136] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0137] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0138] The communication unit 296 controls various devices for communicating with the outside (for example, other terminals, servers). The functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0139] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.

[0140] The processing unit 200 performs various processes using a main memory unit 271 in the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0141] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.

[0142] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 210 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0143] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may then communicate with the server device 10 when receiving input information from the player to start communication.

[0144] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and performs processing to receive information about the game (player information, game media information, the player's web page, game screen, etc.) from the server device 10.

[0145] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs processing to receive a game screen from the server device 10.

[0146] The web browser 211 is an application program for viewing web pages (game screens), downloading HTML files, image files, etc. from the web server (server device 10), analyzing the layout, and controlling the display. The web browser 211 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0147] The web browser 211 of this embodiment can realize a browser game. For example, the web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a web server (server device 10).

[0148] The terminal device 20 can display information from a web server specified by a URL via the Internet using the web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 211.

[0149] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is met, a process for progressing the game, and a process for ending the game when a game end condition is met.

[0150] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.

[0151] Here, the object space is a virtual space, and includes both two-dimensional space and three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0152] In addition, the game processing unit 212 performs game processing including setting the game media as deck data, controlling the sending and receiving of various information at login, executing game processing based on the player's operation when the game is executed in real time in conjunction with the server device 10, and playing back received automatic calculation data when the game is executed by automatic calculation.

[0153] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the web browser 211 for display.

[0154] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.

[0155] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0156] [4] Processing method of this embodiment [4.1] Overview Next, using Figure 4, we will explain the method of this embodiment for the process of acquiring a new player character, etc., replacing an already managed player character, etc. and setting it as a new development target (hereinafter referred to as the ``development target character replacement control process'').

[0157] FIG. 4 is a diagram for explaining the character replacement control process in this embodiment.

[0158] The server device 10 of this embodiment is connected via a network and works in conjunction with terminal devices 20 operated by players, and is configured to provide each player with a player character, other characters, a game space or parts thereof, game parameters, background music, and a game scenario, and to execute games such as fighting games, combat games, RPGs, or simulation games based on the operations of each player.

[0159] In addition, the server device 10 of this embodiment is configured to execute a development game in which, during the above-mentioned game, the level and abilities of characters, etc. (i.e., player characters, items, etc.) used in the game are developed under the player's instructions.

[0160] In particular, when the server device 10 of this embodiment is running a game using characters, etc. to be trained (hereinafter referred to as "training characters, etc."), and a newly acquired training character, etc. (hereinafter referred to as "new training character, etc.") is acquired, it is configured to execute a replacement control process (i.e., training character replacement control process) to replace the training character, etc. that has been managed and used up until now (hereinafter referred to as "managed training character, etc.") while allowing the new training character, etc. to inherit the effort and experience.

[0161] In other words, the server device 10 of this embodiment has a configuration that, for example, when a new player character to be trained is acquired and the new player character is used, enables the effort and experience put into training the player character that has been trained up to that point to be carried over to the new player character.

[0162] Specifically, the server device 10 of this embodiment is a server device that executes a reception process for receiving instructions from a player, (A1) executing a character acquisition process that allows a player to acquire a character, etc., through a given process; (A2) The stored information, which associates the characters to be trained acquired by the character acquisition process, parameters that define the training progress of the characters to be trained (hereinafter referred to as "training progress parameters"), and control content information that defines the control content for a given training-related process related to the training of the game characters to be trained, is managed as managed training character information, (A3) When a given execution condition is met, by controlling the fluctuation of the training progress parameter, a training control process is executed for the training target character, etc. (hereinafter referred to as "managed training target character, etc.") that is managed in association with the training progress parameter, (A4) When a new character to be trained is acquired by the character acquisition process, a determination process is executed to determine the control content that specifies the training-related process for training the new character to be trained, based on the training progress parameters of a specific managed character to be trained that is already managed (hereinafter referred to as a "managed specific character to be trained"); (A5) providing information about a game including a development target game element to the terminal device 20; It has the following structure.

[0163] The server device 10 of this embodiment: (B1) Registering information on the new character to be raised, including the control content information determined by the determination process, as information on the managed character to be raised, etc. (B2) When executing a development-related process (for example, a character acquisition process or a development control process) for a managed development target character, etc., the control content information stored in association with the managed development target game element is provided to each unit that executes the development-related process. It has the following structure.

[0164] For example, as shown in Figure 4, the server device 10 starts a predetermined game incorporating a training game with player characters PC1 and PC2 to be trained, and while progressing the game and appropriately executing the training control process, if a new player character PC3 is acquired as a training target at a predetermined timing (acquisition timing T1), and if a new player character PC4 to be trained is also acquired, the server device 10 executes the training target character replacement control process for player characters PC2 and PC3.

[0165] In particular, when the server device 10 performs the character replacement control process for the player character PC3 as shown in FIG. 4, the server device 10 selects a character specified as a replacement candidate under a predetermined condition. Based on the training progress parameters of the player character PC3, a determination process is executed to determine the control content for specifying the training-related processing (e.g., training control processing) of the new player character PC4, and control content information (e.g., parameter control information described below) indicating the content is registered.

[0166] Then, as shown in FIG. 4, the server device 10 stops using the player character PC3 in the game at the time when the above-mentioned determination process is executed and completed (use stop timing T3), and also disables any subsequent development control process for the player character PC3.

[0167] On the other hand, as shown in FIG. 4, after the use discontinuation timing T3, the server device 10 continuously executes the development control process as a development-related process that varies the development progress parameters for the player characters PC1 and PC2 based on the control content information.

[0168] Then, as shown in FIG. 4, for the player character PC4, the server device 10 executes the development control process as a development-related process based on the control content information registered by the above-mentioned determination process at the development control process execution timing (for example, timing T4), and thereafter, continuously executes the development control process in the same manner as for the player characters PC1 and PC2.

[0169] With this configuration, in this embodiment, for example, when switching a character such as a player character or an item that is the subject of operation control to a new character to be trained, the effort and experience put into the characters that have been trained up until now can be carried over to the new character without having to train the new character from scratch.

[0170] Furthermore, in this embodiment, in a game in which a player develops a character, etc., even if the player acquires a character, etc. that the player has not yet acquired at a certain stage in the development game, the player is given a sense of joy in acquiring a new character without wasting his or her effort or experience, thereby increasing the player's interest in the game.

[0171] 4 shows an example of the training target character replacement control process when the training control process is used as the training-related process, but the training-related process also includes other processes such as character acquisition process, etc. However, in the following embodiment, the training-related process will be described using the training control process as the training-related process unless otherwise specified.

[0172] In the following embodiments, characters and items used in the game are used as game elements, but virtual game media such as game cards may also be used in the game. Game cards are characters such as player characters, items such as weapons, in-game currency, tools, and life energy possessed by each character, or game media for defining the characters and items.

[0173] [4.2] Character Information Next, the character information etc. of this embodiment will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the character information etc. stored in the character information storage unit 148 of this embodiment.

[0174] The characters of this embodiment are, for example, (A1) Characters such as the player character operated by the player, and characters that are allies of the player character (hereinafter referred to as "characters equivalent to the player character"). ) or a game medium (game card) such as a card on which the character is defined, or (A2) Character items with defined parameters such as weapons, tools, in-game currency, abilities, experience points, and ability values, or game media such as cards with defined character items, is.

[0175] The character information in this embodiment is information relating to the player characters owned by each player and to be developed, or the items equipped to each player character (which may or may not be developed), and is stored in the character information storage unit 148 in association with each player, and managed by the item / character management unit 106.

[0176] For example, as shown in FIG. 5, the character information is associated with the ID of the player character or item (i.e., the ID of the character, etc.) and stored as follows: (B1) Identification information of the player owned (used) (i.e., player ID); (B2) Type and attributes of player characters and items (fixed information that does not change), (B3) Parameters that change depending on the training control process, such as level, ability values, and experience points (i.e., training progress parameters), (B4) Control content information when the development-related process (development control process or character acquisition process) is executed (for example, when the development-related process is development control process, information on the control content of the development progress parameter (hereinafter referred to as "parameter control information")), and (B5) Other information about characters, etc. (hereinafter referred to as "character-related information"), It is composed of:

[0177] In particular, the training progress parameter is a unique parameter that defines the player character, equivalent characters, and character items, and is a parameter that defines the training state (status) or training progress (amount of training) of a training target such as a player character.

[0178] Specifically, the training progress parameter may be a parameter that changes depending on the execution of the training control process and indicates the degree of training, or may be a parameter that changes depending on the execution of the training control process, such as the level, ability value, score, ranking, etc. of the character to be trained.

[0179] All parameters defined for a character or the like may be training progress parameters, or only some of the parameters may be training progress parameters.

[0180] In addition, when the development-related processing is development control processing, the parameter control information (control content information) includes content that specifies the development control processing as development-related processing, and control content that specifies the fluctuation of development progress parameters when executing development control processing for a character to be developed, etc.

[0181] For example, in this case, the parameter control information includes: (C1) Initial value of the training progress parameter, (C2) Amount of change in the development progress parameter, (C3) Costs for performing the growth control process, and (C4) When the breeding control process controls the variation of the breeding progress parameter by lottery, the lottery probability, These include:

[0182] The item / character management unit 106 reads out information about each character, etc., or updates information such as training progress parameters and parameter control information, and manages information about each character, etc., including training progress parameters, as appropriate.

[0183] On the other hand, in this embodiment, when executing the development control process, characters other than the characters to be developed, such as development material items or consumable items, may be used as items for controlling development progress (hereinafter referred to as "development progress control items").

[0184] For example, in this case, as described below, the training control unit 107 trains the player character or item to be trained by synthesizing the player character or item with a material item, or by simply issuing an instruction to consume a consumable item.

[0185] In this case, the parameter control information as the control content information includes, for example, (D1) When the value of the item for controlling the development progress directly indicates the development progress parameter, the value may be an attribute such as the level of the other character, or a numerical value such as the quantity of the item for controlling the development progress to be used (for example, the number of items for controlling the development progress itself), (D2) When the training progress parameters are changed by combining a training progress control item with a managed specific training target character, etc., the ability value of the training progress control item that is displayed when the training control process is executed (for example, a value that is added to or multiplied by the training progress parameter such as an ability value at the time of combination), and (D3) When the development control process based on the development progress control item controls the variation of the development progress parameter by lottery (for example, when a lottery based on the development progress control item selects a winner from among a plurality of variation amounts added to the development progress parameter), the lottery probability, These include:

[0186] In addition, in the case of D1, for example, the item / character management unit 106 manages various information such as the quantity and attributes of items for controlling the development progress when a development control process is executed on a character to be developed, as development progress parameters.

[0187] Furthermore, the quantity of items for controlling development progress (i.e., the quantity of items for controlling development progress) includes not only the number but also the quantity, and the attributes of items for controlling development progress (i.e., the attributes of game elements for controlling development progress) include, for example, type, level, the presence or absence of specified characteristics and their numerical values, and other abilities (i.e., qualities).

[0188] [4.3] Character acquisition process Next, the character acquisition process of this embodiment will be described.

[0189] The item / character acquisition processing unit 105 executes character etc. acquisition processing that allows the player to acquire characters to be developed, such as player characters and items, when given acquisition conditions are met.

[0190] In particular, the item / character acquisition processing unit 105 determines that the given acquisition conditions are: (A1) The completion of in-game quests, (A2) The acquisition of a specific item, including its quantity, level, and other qualities; (A3) Winning a lottery or other process; (A4) It was a gift from another player, or (A5) A predetermined time has elapsed or a predetermined timing has arrived, etc. are used.

[0191] In addition, when executing the development control process, if other items (i.e., game elements) other than the character to be developed, such as development material items, the item / character acquisition processing unit 105 causes the character to acquire the other items, such as material items or consumable items.

[0192] Even in this case, the item / character acquisition processing unit 105 allows the character to acquire another item when, for example, the above acquisition conditions (A1) to (A5) are met.

[0193] Furthermore, the item / character acquisition processing unit 105 may execute, as the character etc. acquisition processing, a process (unlocking process) of unlocking an item that has already been granted in a locked state (a state in which use is prohibited).

[0194] In this case, the item / character acquisition processing unit 105 may perform processing to unlock the character to be developed and make it available to the player when it is determined that certain conditions have been met, such as when a predetermined number of predetermined items have been acquired or when the player's level has reached a certain level or above.

[0195] It should be noted that the items unlocked in this manner (including other items such as material items) may be exclusive items that are provided in a locked state and become usable upon unlocking.

[0196] [4.4] Decision-making [4.4.1] Basic principle Next, the determination process of this embodiment will be described with reference to Fig. 6 and Fig. 7. Fig. 6 is a diagram for explaining the replacement candidate setting process included in the determination process of this embodiment, and Fig. 7 is a diagram for explaining the control content determination process included in the determination process of this embodiment.

[0197] When a new character to be trained is acquired through the character acquisition process, the training content determination processing unit 108 determines the control content (hereinafter also referred to as the "parameter control content of the new training target") that specifies the training-related processing for the training of the new character to be trained, based on the training progress parameters of the specific character to be trained that has already been managed.

[0198] In particular, as a determination process, the development content determination processing unit 108 determines the control content for fluctuations in development progress parameters when executing development control processing for new development target characters, etc., based on the development progress parameters of managed specific development target characters, etc., in a direction that is advantageous to the player.

[0199] Specifically, the development content determination processing unit 108 executes a replacement candidate setting process to set at least one development target character, etc. from among the managed development target characters, etc. stored in the character information storage unit 148 as a specific managed development target character, etc. (i.e., as a target to be replaced with a new development target character, etc.).

[0200] In other words, the development content determination processing unit 108 sets at least one development target character, etc. that meets given setting conditions from the multiple managed development character, etc. information stored in the character information storage unit 148 as a managed specific development target character, etc.

[0201] Then, the training content determination processing unit 108 reads out the training progress parameters of one or more managed specific training target characters, etc., set by the replacement candidate setting processing, and determines the content of parameter control of the new training target based on the read training progress parameters. The control information is used to determine the control content.

[0202] More specifically, in the replacement candidate setting process, the development content determination processing unit 108 selects from all or part of the character information stored in the character information storage unit 148 (i.e., managed character information), (A1) Managed characters designated by the player, etc. (A2) Managed characters, etc., that have been won through a lottery process, or (A3) Managed characters that meet given set conditions such as game situations, etc. is set as the managed specific character to be raised, etc. (including the case where all stored managed characters to be raised, etc. are set).

[0203] For example, the development content determination processing unit 108 may set the following as a given setting condition, as shown in FIG. (B1) Instructed by a player, (B2) The status of the character to be trained, such as the character having a predetermined level, satisfies a predetermined condition (such as the highest or lowest training progress parameter), (B3) Having won a lottery, or (B4) A combination of two or more of (B1) to (B3), is used.

[0204] Note that Figure 6 shows an example in which, in the replacement candidate setting process, player character B is set as a managed specific character to be developed, etc., among player characters A to J stored in the character information storage unit 148, based on given setting conditions.

[0205] In addition, in this embodiment, all characters stored as character information in the character information storage unit 148, such as player character C shown in Figure 6, may be replacement candidates, or some characters may not be replacement candidates.

[0206] Furthermore, in this way, characters that are not replacement candidates do not have to function as characters to be controlled for development.

[0207] On the other hand, the development content determination processing unit 108 executes a control content determination process, as shown in FIG. 7, for example, to adjust the value of the development progress parameters according to (i.e., by comparing) the difference between the development progress parameters of a specific development target character that has already been managed and the parameters of a new development target character.

[0208] In particular, when the control content is determined by a determination process, as shown in Figure 7, the item / character management unit 106 of this embodiment registers the determined control content as parameter control information in the character information storage unit 148 together with other information such as a new character to be developed.

[0209] At this time, the item / character management unit 106 registers information about the new character to be trained, etc., as information about the managed character to be trained, etc.

[0210] Note that Figure 7 shows an example in which the character level is used as the development control parameter, and the control content determination process involves adjusting the development control parameter (level) of a new development target character, etc. (player character B) so that it inherits the development control parameter of a managed specific development target character, etc. (player character X).

[0211] On the other hand, in the above-mentioned determination process, the development content determination processing unit 108 may, in principle, execute the above-mentioned determination process (specifically, the replacement candidate setting process and the control content determination process) when a new development target character is acquired and an instruction to start development of the new development target character, etc. is received from the player.

[0212] In this embodiment, the development content determination processing unit 108 may be started automatically, without receiving an instruction from the player, and the determination process may be executed automatically.

[0213] In this case, it is preferable that the development content determination processing unit 108, as a replacement candidate setting process, sets information on managed characters, etc. that have been won by the lottery process, or information on managed characters, etc. that meet specified conditions such as the game situation, as managed specific development target characters, etc.

[0214] Furthermore, in this case, the item / character management unit 106, assuming that an instruction to adopt a new character to be trained has been received, registers the character in the character information storage unit 148 as a character to be trained to be used in the game.

[0215] [4.4.2] Replacement candidate setting process Next, the replacement candidate setting process in the determination process of this embodiment will be described.

[0216] (Replacement candidate setting process based on player specification) The training content determination processing unit 108 may execute a process to set a replacement candidate based on the player's specification, in which a managed training target character, etc. specified by the player from among the managed training target characters, etc. is set as a managed specific training target character, etc.

[0217] Specifically, in order to reflect the player's wishes, the development content determination processing unit 108 may set the characters to be developed from all or some of the managed development characters stored in the character information storage unit 148 based on the player's instructions, or may set the characters to be developed from all or some of the managed development characters stored that meet predetermined designated candidate conditions.

[0218] In particular, the specified designated candidate conditions are conditions related to predetermined characters, etc., and the training content determination processing unit 108 sets managed training target characters, etc. that have the specified designated candidate conditions, such as having specified parameter values ​​such as a specified level or experience points, having specified items, attributes, or abilities, or being of a specified type, as managed specific training target characters, etc.

[0219] In this embodiment, the development content determination processing unit 108 may set two or more characters to be developed based on instructions from the player.

[0220] (Replacement candidate setting process based on lottery process) The development content determination processing unit 108 may execute a process for setting replacement candidates based on a lottery process, in which a managed development target character, etc. that is selected by the lottery process from among the managed development target characters, etc., is set as a managed specific development target character, etc.

[0221] Specifically, the development content determination processing unit 108 incorporates game elements into the settings of the managed specific development target characters, etc., to increase the interest in the game, and selects all or part of the managed development target characters, etc. stored in the character information storage unit 148 by lottery. A given lottery process is executed for the target candidate.

[0222] In particular, the training content determination processing unit 108 may perform the lottery process using the same probability for all lottery candidate items, or may perform the lottery process using a winning probability that is set individually depending on the value of the training progress parameter, level, attribute, characteristic, or ability value of each lottery candidate item.

[0223] In this embodiment, the lottery process simply involves setting specific, managed game elements to be developed by lottery, and if multiple specific, managed game elements to be developed are drawn by lottery, all or two or more of the drawn specific game elements to be developed may be set.

[0224] (Replacement candidate setting process based on managed characters to be raised, etc., that meet predetermined conditions) The training content determination processing unit 108 may execute a process to set a managed training target character, etc. that has a condition regarding a predetermined training progress parameter as a replacement candidate setting process based on the managed training target character, etc. that has a predetermined condition (condition regarding the training progress parameter), from among the managed training target characters, etc., as a managed specific training target character, etc.

[0225] Specifically, the training content determination processing unit 108 automatically sets the managed training character, etc. that has conditions regarding specified training progress parameters as the managed specific training character, etc. from all or some of the managed training characters, etc. stored in the character information storage unit 148, in order to set the training character that many players expect to replace the training character without requiring the player to perform any operation.

[0226] In particular, in this case, the development content determination processing unit 108 may set the managed development target character, etc., whose development progress parameter is the best value for the player at a given time, from all or some of the managed development target characters, etc. stored in the character information storage unit 148, as the managed specific development target character, etc.

[0227] For example, the training content determination processing unit 108 uses, as a condition regarding the training progress parameter, a condition indicating that the training progress (i.e., the value of the training progress parameter) is the highest (lowest) managed specific training target character (compared to other stored ones).

[0228] In addition, the given timing includes the timing when the decision process is performed, the timing when a new game element to be developed is acquired, the timing when given conditions for acquiring it are met, or the timing specified by the player.

[0229] In this embodiment, the training content determination processing unit 108 may set two or more characters to be trained based on conditions related to training progress parameters.

[0230] In this case, the training content determination processing unit 108 uses, as a condition related to the training progress parameter, a condition indicating that the training progress is within a predetermined number of managed specific training target characters from the highest (lowest) level.

[0231] (Replacement candidate setting process based on two or more setting conditions) The training content determination processing unit 108 uses one of the above given setting conditions (being specified by the player, winning the lottery process, and conditions for the training progress parameters), but may also use two or more of these conditions.

[0232] Specifically, the development content determination processing unit 108: (A1) From among the managed characters to be trained stored in the character information storage unit 148, a plurality of managed characters to be trained that are designated by the player or have conditions for training progress parameters are set; (A2) From the multiple managed characters to be developed, etc. set in the processing of (A1), for example, a managed character to be developed, etc. that is selected by performing a predetermined lottery processing as described above may be set as a specific managed character to be developed, etc.

[0233] In addition, in the above (A1), the training content determination processing unit 108 may set multiple managed training characters, etc., specified by the player and having conditions for the training progress parameters, from among the managed training characters, etc., stored in the character information storage unit 148.

[0234] Furthermore, in the replacement candidate setting process, as described above, the training content determination processing unit 108 executes the lottery process after the player specifies the order of application of the lottery process, after applying the conditions in the specified training progress parameters, or after applying both conditions, but the order of two or more setting conditions is not limited to this.

[0235] In other words, the development content determination processing unit 108 may set the replacement target publication identified by the player's designation as the managed specific development target character by selecting the one that is selected by lottery processing, or may narrow down the candidates and then hold a lottery, such as setting the one designated by the player as the managed specific development target character after executing the lottery processing, or may identify the character based on the player's designation or conditions after the lottery.

[0236] Furthermore, even in the case of replacement candidate setting processing based on three different setting conditions, the development content determination processing unit 108 may freely combine them to set managed specific development target characters, etc., in the same manner as described above.

[0237] [4.4.3] Control content determination process Next, the control content determination process in the determination process of this embodiment will be described with reference to Figures 8 to 10 along with Figure 7. Figures 8 to 10 are diagrams for explaining the control content determination process included in the determination process of this embodiment.

[0238] The development content determination processing unit 108 executes the control content determination process according to (i.e., by comparing) the difference between the development progress parameters of a managed specific development target character, etc. and the parameters of a new development target game element (hereinafter simply referred to as the "difference in controlled target parameters").

[0239] In this case, the development content determination processing unit 108 determines, based on the difference in the control target parameters, (A1) The initial value of the training progress parameter of the new training target game element, (A2) The amount of change in the training progress parameter of the new training target game element, (A3) The cost of executing the development control process based on the development progress parameters (point consumption, payment of in-game currency or items, or charging), or (A4) When the breeding control process controls the variation of the breeding progress parameter by lottery, the lottery probability, Adjust.

[0240] In particular, the development content determination processing unit 108, based on the development progress parameters of the managed specific development target character, etc., provides the same effect as the effect that the player received when the development control process was executed based on the development progress parameters of the managed specific development target character, etc., or It is preferable to determine the control content for the training progress parameters of a new character to be trained, etc., to be content that exerts the same effect.

[0241] For example, as shown in Figure 7 above, the development content determination processing unit 108 determines, as the control content, to use the value of the current development progress parameter of a managed specific development target character, etc. as the initial value of the development progress parameter of a new development target character, etc.

[0242] Also, for example, as shown in Figure 8, the development content determination processing unit 108 determines, as the control content, to use the amount of change (e.g., +1 / initial value) in the development progress parameters of new development target characters, etc. to be used during the specified period in which the development control processing is executed, as the amount of change (e.g., +5) in the current development progress parameters of managed specific development target characters, etc.

[0243] In this embodiment, the training content determination processing unit 108 does not have to determine the control content for the training progress parameters of a new training target character, etc. based on the training progress parameters of a managed specific training target character, etc., to be content that exerts the same effect, or an effect that is considered to be the same, as the effect enjoyed by the player when the training control process is executed using the training progress parameters of the managed specific training target character, etc.

[0244] In this case, the training content determination processing unit 108 may set the training progress parameters of the new training target character, etc. to values ​​that are superior to those used from the beginning.

[0245] Furthermore, the training content determination processing unit 108 may change the training progress parameters of the new training target character, etc., to a greater extent the greater the difference between the control target parameters.

[0246] Furthermore, when multiple managed specific characters to be developed are used, the development content determination processing unit 108 executes the above processes (A1) to (A4) using predetermined calculated values ​​such as statistical values ​​(average values ​​or deviation values) or total values ​​of the development progress parameters of the multiple managed specific characters to be developed.

[0247] On the other hand, even when items for controlling the development progress, such as material items or consumable items, are used in the development control process of managed specific development target characters, the development content determination processing unit 108 executes the control content determination process based on the difference in the control target parameters.

[0248] Specifically, the development content determination processing unit 108 determines, based on the difference in the control target parameters, (B1) When the value of the item for controlling the development progress indicates a development progress parameter, the value is a numerical value such as an attribute of the item for controlling the development progress, or a number or amount of a game element for development to be used (i.e., a value that becomes the development progress parameter), or (B2) When a development progress control item is consumed during development control processing, such as when synthesizing the development progress control item with a managed development target character, the ability value of the development progress control item (i.e., another development control parameter) that is displayed when the development control processing is executed is Adjust.

[0249] For example, as shown in Figure 9, the development content determination processing unit 108 determines, as the control content, the initial value (e.g., initial value 0) of the development progress control item possessed by a new development target character, etc., to be the number (e.g., 150) of development progress control items possessed by a currently managed specific development target character, etc.

[0250] In addition, for example, as shown in FIG. 10, the training content determination processing unit 108 determines, as the control content, the training progress control per unit when changing the training progress parameters of the new training target character, etc. The modification amount of the utility item is set to the modification amount of the training progress control item per unit when changing the training progress parameters of the currently managed specific training target character, etc.

[0251] In addition, when multiple items for controlling the development progress are used, the development content determination processing unit 108 performs the above process (B1) or (B2) using a predetermined calculated value such as a statistical value (average value or deviation value) or a total value of the development progress parameters (i.e., the number of multiple items for controlling the development progress) of multiple managed specific development target characters, etc.

[0252] [4.4.4] Preview display Next, the preview display in the decision process of this embodiment will be described.

[0253] As described above, in the character-to-be-raised replacement control process, when a managed character to be raised, etc. is set as a specific managed character to be raised, etc. based on the player's operation instructions, the display control unit 109 may display on the corresponding terminal device 20 as a preview the predicted control content when a determination process is executed between the character to be raised, etc. designated by the player from among the managed characters to be raised, etc. and a new character to be raised, etc.

[0254] In this case, when the training content determination processing unit 108 receives a confirmation instruction from the player after the preview display, it sets the training target character, etc. that is the subject of the confirmation instruction as a managed specific training target character, etc.

[0255] In addition, the preview processing of this embodiment can be applied when the managed specific game element to be developed is designated by lottery processing and player designation, whether the player is designated before the lottery processing or after the lottery processing.

[0256] The above-mentioned confirmation instruction refers to an instruction by the player to indicate consent to setting a specific game element to be trained that has already been managed.

[0257] Furthermore, the configurable development target game elements that meet the above-mentioned given configurable conditions include multiple development target game elements that meet predetermined conditions, such as game elements that are above (below) a specified ability value, game elements that have a high (low) level set for the game element, or game elements that are progressing (lagging) in development.

[0258] [4.4.5] Handling of managed specific characters for development The development content determination processing unit 108 may, for example, consume (destroy) the managed specific development target characters, etc. used in the determination process in the game, or may lock them so that they cannot be operated, thereby rendering them unusable, or may change the development progress parameters of the managed specific development target characters, etc. in a direction that is disadvantageous to the player, such as resetting them to their initial values.

[0259] On the other hand, when the control content of the development control process for a new development target character, etc. is returned to a normal state, such as an initial setting (reset), the development content determination processing unit 108 may restore the managed specific development target character, etc. used in the determination process to the state before the determination process.

[0260] In addition, in the above, regardless of the breeding control content, the breeding content determination processing unit 108 is configured to consume the managed specific breeding target characters, etc. that contributed to the breeding control processing, that is, the managed specific breeding target characters, etc. that were used in the determination processing. However, when the managed specific breeding target characters, etc. that were used in the determination processing are consumed, The content of the development control may be changed depending on whether or not the character to be developed is consumed.

[0261] For example, in this case, if the managed specific character to be trained, etc. used in the determination process is consumed, the training content determination processing unit 108 will change the training progress parameters in a direction more advantageous to the player than if the managed specific character to be trained, etc. used in the determination process was not consumed.

[0262] In addition, the development content determination processing unit 108 may not make the managed specific development target characters, etc. used in the determination process unusable, as described above, and may not change the development progress parameters in an unfavorable direction.

[0263] In addition, the development content determination processing unit 108 may disable the development content determination processing unit 108 or may execute the development content determination processing unit 108 for a limited period of time if the development progress parameters fluctuate in an unfavorable direction.In this case, the period may be determined to be a period specified by the player, may be determined automatically by the program, or may be determined to be a predetermined period of time.

[0264] In particular, in this case, the development content determination processing unit 108 may determine the control content of the development progress parameter depending on the period during which the parameter is unusable or the period during which the development progress parameter fluctuates in an unfavorable direction.

[0265] For example, if the training content determination processing unit 108 extends the period during which the parameter is unavailable or the period during which the parameter changes in an unfavorable direction, it changes the parameter in a direction that is more favorable to the player, and if it shortens the period during which the parameter is unavailable or the period during which the parameter changes in an unfavorable direction, it reduces the amount of change when changing the parameter in a direction that is favorable to the player.

[0266] [4.5] Growth control process (Basic principles of growth control processing) The development control unit 107 is a process for strengthening development target characters within the game, and when given execution conditions are met, it controls the fluctuations of development progress parameters, thereby executing development control processing for development target characters, etc., which are managed in correspondence with the development progress parameters.

[0267] In particular, the development control unit 107 may set the given execution conditions as follows: (A1) Conditions related to game events such as clearing quests or stages, game progress, fighting or defeating enemy characters or other players (specifically, player characters), or winning mini-games; (A2) In the synthesis process of synthesizing other items such as material items with the player character or item to be trained, the conditions regarding the synthesis process when the synthesis is successful (including both cases where other game elements are consumed (de-owned) and cases where they are not consumed (continued possession)), (A3) Execution conditions based on the player's instructions (intention), such as charging a predetermined amount or consuming a predetermined amount of points, and (A4) Conditions related to game progress and game status, such as in-game progress and time passage, is used.

[0268] Then, when various game control processes are being executed by the game management unit 103, the development control unit 107 executes a judgment process to determine whether or not the above-mentioned execution conditions are met, and executes the development control process if the judgment process determines that the execution conditions are met.

[0269] The development control unit 107 may execute the development control process based on instructions from the player, or may execute the development control process automatically when the above-mentioned execution conditions are met without instructions from the player.

[0270] On the other hand, when the training control unit 107 determines that the above-mentioned execution conditions are met, it reads out the corresponding character information stored in the item / character management unit 106, and based on the state of the character to be trained when the execution conditions are met, the progress of the game, or the player's instructions, etc., and on the parameter control information, it changes the training progress parameters included in the corresponding character information in a direction advantageous to the player.

[0271] Specifically, as a training control process, the training control unit 107 performs a process of changing the parameters (one or more types of parameters) of the character to be trained, such as the character's level, ability value (including whether or not the character has ability), experience points, points, or equipped items, as training progress parameters, towards limit values ​​(e.g., upper limit values, lower limit values, etc.), thereby changing the parameters in a direction advantageous to the player.

[0272] In particular, the training control unit 107 may, of course, change the training progress parameters not only in a direction that is advantageous to the player, but also in a direction that is disadvantageous to the player depending on the situation, such as when the player is defeated in a competitive game or is unable to complete a task within the time limit.

[0273] The training control unit 107 executes the training control process when each of the above execution conditions is met, or each time the execution conditions are met, upon receiving an instruction to execute player training, or automatically.

[0274] (Growth control processing based on parameter control information) When the above-mentioned execution conditions are met, or each time the execution conditions are met, the development control unit 107 executes development control processing on the character information read from the character information storage unit 148 based on the parameter control information (including the values ​​adjusted by the above-mentioned determination processing).

[0275] That is, when the development control unit 107 executes the development control process for each managed development target character, etc., it refers to the parameter control information included in the corresponding information on the managed development target character, etc.

[0276] Then, the training control unit 107 performs the following based on the referenced parameter control information: (B1) A unit quantity (a unit modification amount for modifying the development progress parameter) by which the corresponding development progress parameter is changed when the execution condition is met or each time the execution condition is met; (B2) a predetermined cost, or (B3) When the development control process controls the variation of the development progress parameter by lottery, the lottery probability (when multiple values ​​of the parameter that increase by variation are determined, all the values ​​have the same winning probability), While controlling the above, a development control process is executed to control the development of the managed development target character.

[0277] In particular, the training control unit 107 controls the training progress parameters based on the parameter control information that was set when an acquired character or the like was registered as a new character or the like to be trained in the determination process, as described above.

[0278] When the development control unit 107 controls the fluctuation of the development progress parameters in this manner, it updates the development progress parameters included in the corresponding character information stored in the character information storage unit 148 in accordance with the fluctuation control.

[0279] If the initial value has been adjusted by the above-mentioned determination process, the development control unit 170 executes a development control process for controlling the development progress parameter based on the initial value.

[0280] On the other hand, the development control unit 107 may control the parameter control information together with the development progress parameter when executing the development control process by progressing the game.

[0281] Specifically, the development control unit 107: (C1) A unit quantity for changing the corresponding development progress parameter when the execution condition is met or each time the execution condition is met; (C2) a predetermined cost, or (C3) When the development control process controls the variation of the development progress parameter by lottery, the lottery probability (when multiple values ​​of the parameter that increase by variation are determined, all the values ​​have the same winning probability), may be controlled.

[0282] In this case, the training control unit 107 updates and registers the updated parameter control information in the corresponding character information, etc.

[0283] (Growth control process using growth progress control items) When the development control unit 107 uses other game elements (i.e., development progress control items, such as material items or consumable items) that are different from development target game elements such as material items, it may use attributes such as the level of the development progress control item, or the number or amount of development progress control items used (consumed) in the development control process, in addition to or instead of parameters of the development target character, etc., as development progress parameters.

[0284] In other words, the training control unit 107 may use the number, quantity, quality (attributes), or a combination thereof, of training progress control items (e.g., material items) that contribute to the training progress of a character to be trained, as training progress parameters when executing the training progress control process.

[0285] In this case, when the above-mentioned execution conditions are met, or each time the execution conditions are met, the development control unit 107 executes a development control process that varies parameters related to a development progress control item (e.g., a material item) included in the character information read from the character information storage unit 148.

[0286] Specifically, the development control unit 107 uses the type of attribute to be modified as a parameter of the development progress control item to modify the quantity, quality (attributes such as characteristics and level), or a combination thereof, of the development progress control item.

[0287] For example, the development control unit 107 may determine the number, quantity, quality, or combination of ... (D1) every time an execution condition is met, the corresponding training progress parameter is changed in a direction advantageous to the player by a predetermined unit; (D2) It is feasible to implement at a reasonable cost, (D3) When the development control process controls the variation of the development progress parameter by lottery, the lottery probability (when multiple values ​​of the parameter that increase by variation are determined, all the values ​​have the same winning probability), While controlling the above, a development control process is executed to control the development of the managed development target character.

[0288] As in the above, even in this case, the development control unit 107 may control the parameter control information together with the development progress parameter when executing the development control process by progressing the game.

[0289] In addition, when the development control unit 107 performs development control processing for a managed development target character using a development progress control item such as a material item, it may consume (non-own) the used development progress control item, or it may not consume (retain) it.

[0290] Furthermore, if the initial value of the parameter of the item for controlling development progress (i.e., development progress parameter) is adjusted by the above-mentioned determination process, the development control unit 170 executes a development control process that controls the development progress parameter based on the initial value.

[0291] [4.6] Variations Next, a modification of this embodiment will be described.

[0292] (Growth control process based on winning probability) In the development control process of the above embodiment, when the process is performed using the probability of winning, the development content determination processing unit 108 may change the probability of winning during the development control process in a direction that is advantageous to the player, depending on the difference between the development progress parameters of a managed specific development target character, etc. and the parameters of a new development target game element, during the determination process.

[0293] Specifically, the training content determination processing unit 108 determines, as the control content, to use the respective winning probabilities that determine the multiple amounts of variation in the training progress parameters of a new training target character, etc., as well as the respective winning probabilities that determine the multiple amounts of variation in the current training progress parameters of a specific managed training target character, etc.

[0294] For example, when the control content of the development content determination processing unit 108 uses the probability of winning +1 of 80%, the probability of winning +2 of 15%, the probability of winning +3 of 4%, and the probability of winning +5 of 1% as multiple fluctuation amounts of the development progress parameters of a new development target character, etc., it determines the winning probabilities that determine the fluctuation amounts of the current development progress parameters of a managed specific development target character, etc. (for example, the probability of winning +1 of 30%, the probability of winning +2 of 50%, the probability of winning +3 of 10%, the probability of winning +5 of 7%, and the probability of winning +10 of 3%) for each of the multiple fluctuation amounts of the development progress parameters of a new development target character, etc.

[0295] (When character acquisition processing is executed as a training-related processing) In the above embodiment, a development control process is executed as development-related processing, and in this development control process, development progress parameters are controlled based on parameter control information. However, a character etc. acquisition process may also be executed as development-related processing, and the development progress parameters of the characters to be developed etc. may be controlled by controlling the acquisition of development progress control items that contribute to the control of the development progress parameters.

[0296] In this case, the parameter control information includes information that defines the character acquisition process.

[0297] For example, in this case, the parameter control information includes: (A1) Attributes or number of items for controlling the development progress, such as type, level (quality), etc., when acquired by the acquisition process, (A2) Timing of execution of acquisition process for items for controlling development progress; (A3) The cost of acquiring items for controlling the development progress, and (A4) If the item for controlling the development progress is acquired by lottery, the probability of winning, These include:

[0298] Then, when a new character to be trained is acquired through the character acquisition process, the training content determination processing unit 108 determines the content of parameter control for the new character to be trained (control content in the character acquisition process) that specifies the training-related processing for the training of the new character to be trained, based on the training progress parameters of the specific character to be trained that has already been managed.

[0299] In particular, as a determination process, the development content determination processing unit 108 determines the control content in the character acquisition process of a development progress control item that contributes to the development control process based on the development progress parameters of a managed specific development target character, etc. (for example, content that is more advantageous to the player than the content used when set at the start of the game (for example, initial value)).

[0300] Specifically, the training content determination processing unit 108 executes a replacement candidate setting process, as in the above embodiment, and when a managed specific training target character, etc. is set, it reads out the training progress parameters of the set one or more managed specific training target characters, etc., and executes a control content determination process to determine the content when acquiring a training progress control item as parameter control information based on the read training progress parameters.

[0301] More specifically, in this case, the training content determination processing unit 108 controls the number, quantity, quality, and combination of training progress control items that contribute to the fluctuation of the training progress parameters (for example, to increase them by +1) depending on (i.e., by comparing) the difference between the training progress parameters of a specific training target character etc. that has already been managed and the parameters of a new training target character etc., the timing (execution interval) of executing the acquisition process, the cost of executing the character etc. acquisition process, and, if the training progress control item is acquired by lottery, the probability of winning, to contents that are advantageous to the player.

[0302] In this case, the item / character management unit 106 registers information about the new character to be trained, etc., including parameter control information indicating the control content determined by the determination process, as information about the managed character to be trained, etc.

[0303] In this case, when the item / character acquisition processing unit 105 executes the acquisition process for the managed character to be trained, etc., it executes control over the acquisition of items for controlling the training progress based on the parameter control information contained in the information on the corresponding managed character to be trained, etc.

[0304] [5] Operation of this embodiment (control process for switching characters to be developed) [5.1] Character replacement control process Next, the operation of the character replacement control process executed by the server device 10 of this embodiment will be described with reference to FIG.

[0305] FIG. 11 is a flowchart showing the operation of the training target character replacement control process executed by the server device 10 of this embodiment.

[0306] This operation is performed when the player character to be trained is replaced with a newly acquired player character from an already managed player character.

[0307] In addition, this operation will be explained assuming that the player character is a character to be trained, and using a case where the use of a replaced, managed player character is prohibited. .

[0308] Furthermore, this operation is a processing operation that is executed during a game that has already been started after the player has already logged in to the game.

[0309] It should be noted that this operation is performed on the assumption that a plurality of characters to be raised and managed have already been stored in the character information storage unit 148, and that the operation is performed on a specific player and his / her terminal device 20.

[0310] First, when the item / character acquisition processing unit 105 detects that a new player character has been acquired through a lottery process or the like (i.e., acquisition of a new character) (step S101), it works in conjunction with the game management unit 103 and the information providing unit 111 to generate game information for inquiring whether or not to replace the already managed player character to be trained with the newly acquired player character (hereinafter referred to as the "newly acquired player character") and register it as the player character to be trained (whether or not to execute the replacement), and transmits this game information to the relevant terminal device 20 (step S102).

[0311] At this time, the item / character acquisition processing unit 105 waits to receive an instruction from the player as to whether or not to register the newly acquired player character as a player character to be trained.

[0312] Next, when the item / character acquisition processing unit 105 receives a player instruction transmitted from the corresponding terminal device 20 in conjunction with the communication control unit 101 (step S103), it determines whether the received player instruction is an instruction to execute a player character swap or an instruction not to execute the swap (step S104).

[0313] At this time, if the item / character acquisition processing unit 105 determines that the received player instruction is an instruction not to execute a player character replacement, it discards the newly acquired player character (step S110) and terminates this operation.

[0314] On the other hand, if the item / character acquisition processing unit 105 determines that the received player instruction is an instruction to execute a player character replacement, it executes a replacement candidate setting process to set a replacement candidate from among the player characters that are already managed and are the subject of training (step S105).

[0315] At this time, the training content determination processing unit 108 identifies at least one managed player character that is to be trained (hereinafter referred to as a "replacement candidate training player character"), for example, based on the player's instructions, based on a lottery process, or based on given setting conditions.

[0316] Next, the training content determination processing unit 108 refers to the character information of the replacement candidate training target player character stored in the character information storage unit 148, and reads out the training progress parameters of the replacement candidate training target player character (step S106).

[0317] Next, the training content determination processing unit 108 executes a control content determination process to determine the control content in the training control process of the newly acquired player character (i.e., the control content in the training progress parameters in the training control process of the newly acquired player character) based on the read training progress parameters of the replacement candidate training target player character and the training progress parameters of the newly acquired player character (step S107). .

[0318] Next, the item / character management unit 106 registers the character information of the newly acquired player character, including the parameter control information indicating the determined control content, in the character information storage unit 148 as information of the managed player character to be developed (step S108).

[0319] Finally, the item / character management unit 106 prohibits the replacement candidate player character to be trained from playing in the game, and locks the character information stored in the character information storage unit 148 (step S109), thereby completing this operation.

[0320] [5.2] Growth control process Next, the operation of the growth control process executed by the server device 10 of this embodiment will be described with reference to FIG.

[0321] FIG. 12 is a flowchart showing the operation of the growth control process executed by the server device 10 of this embodiment.

[0322] This operation is a processing operation that is executed during a game after the player has already logged in and started the game, and is an operation performed on player characters to be developed that are already registered in the item / character information storage unit 148, including newly acquired player characters.

[0323] It should be noted that this operation is performed on the assumption that a plurality of characters to be raised and managed have already been stored in the character information storage unit 148, and that the operation is performed on a specific player and his / her terminal device 20.

[0324] First, when the training control unit 107 detects the execution of a training control process such as clearing a quest (step S201), it reads out character information etc. of the player character to be trained from the character information storage unit 148 (step S202).

[0325] Next, the training control unit 107 controls the training progress parameters of the target player character based on the parameter control information included in the read character information etc. (step S203).

[0326] Finally, the development control unit 107 updates and registers the controlled development progress parameters in the corresponding character information (step S204), and ends this operation.

[0327] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0328] In this embodiment, a fighting game in which a fighting (battle) game is played as the first game and a simulation game in which a city is built as the second game are used for explanation, but this embodiment is not limited to this and various games, for example, fighting games such as sports games such as baseball games, soccer games, basketball games, etc., role-playing games, It may also be applied to other simulation games.

[0329] In addition, in this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.

[0330] Furthermore, in this embodiment, game processing is executed by the terminal device 20 based on game control information provided by the server device 10, but the functions of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operation input and image display by streaming.

[0331] In this case, the server device 10 provides the relevant terminal device 20 with information relating to the display of game images as game control information.

[0332] Furthermore, this embodiment may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0333] In this case, the game device (A1) Execute a reception process to receive instructions from the player; (A2) executing a game element acquisition process that allows the player to acquire the game element when a given acquisition condition is met; (A3) Information stored in a database or the like, in which the training target game elements, which are game elements to be trained and acquired by the game element acquisition process, are associated with training progress parameters, which indicate parameters that define the training progress of the training target game elements, is managed as managed training target game element information; (A4) When a given execution condition is met, by controlling the variation of the training progress parameter, a training control process is executed for the training target game element managed in association with the training progress parameter; (A5) When a new training target game element indicating a new training target game element is acquired by the game element acquisition process, a determination process is executed to determine, based on the training progress parameters of at least one specific training target game element that has already been managed, the control content for the fluctuation of the training progress parameter when the training control process of the new training target game element is executed in a direction advantageous to the player; (A6) Displaying information about the game including the game element to be developed on the display unit; (A7) registering information on the new training target game element, including parameter control information indicating the control content determined by the determination process, as the managed training target game element information in a storage device; (A8) When executing a development control process for a managed development target game element having parameter control information, a change in a development progress parameter of the managed development target game element is controlled based on the parameter control information. It has the following structure.

[0334] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0335] As described above, the embodiments of the present invention have been described in detail, but the novel features and effects of the present invention have not been described. It will be readily apparent to those skilled in the art that many variations are possible without materially departing from the results of the present invention, and all such variations are intended to be included within the scope of the present invention. [Explanation of symbols]

[0336] 1: Game System 10: Server device 20: Terminal device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104: Reception processing unit 105: Character acquisition processing unit 106: Character Management Department 107: Development control unit 108: Training content determination processing unit 109: Display control unit 110: Timer management unit 111: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player information storage unit 148: Character information storage unit 170: Development control unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control unit 211: Web browser 212: Game processing section 213: Display control unit 220: Drawing section 230: Sound processing unit 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290: Display section 292: Sound output unit 296: Communications Department

Claims

1. A game system for executing a game using game elements to be developed, acquisition processing means for executing a game element acquisition process that allows a player to acquire the game element when a given acquisition condition is met; a game element management means for managing, as managed training target game element information, information stored in a storage means, in which the training target game elements, which are the game elements to be trained acquired by the game element acquisition process, training progress parameters indicating parameters that define the training progress of the training target game elements, and control content information that defines control content for a given training-related process related to the training of the training target game elements; a development control means for controlling a change in the development progress parameter when a given execution condition is met, thereby executing a development control process for the development target game element managed in association with the development progress parameter; a determination means for executing a determination process, when a new training target game element indicating a new training target game element is acquired by the game element acquisition process, to determine a control content that defines the training-related process for training the new training target game element according to a difference between a training progress parameter of at least one specific training target game element that has already been managed and a training progress parameter of the new training target game element; providing means for providing information about a game including the development target game element to the player; Equipped with The game element management means registering information about the new training target game element, including control content information indicating the control content determined by the determination process, as the managed training target game element information in a storage device; A game system characterized in that, when executing a given development-related process for the managed development-target game element, control content information stored in correspondence with the managed development-target game element is provided to a means for executing the development-related process.

2. 2. The game system according to claim 1, The control content defines the game element acquisition process, and includes content related to the acquisition of a game element for controlling a development progress to be used in the development control process of the managed development target game element; The acquisition processing means The game element acquisition process is executed as the development-related process, and A game system that allows the player to acquire the game element for controlling the development progress based on the control content information.

3. 2. The game system according to claim 1, the control content includes a content that defines the development control process, and a control content that defines a change in the development progress parameter when the development control process is executed for the development target game element; The growth control means The growth control process is executed as the growth-related process, and A game system that controls the fluctuation of the training progress parameter based on the control content information.

4. 4. The game system according to claim 3, The determining means As the determination process, the game system determines the control content for fluctuations in the development progress parameters when executing the development control process for the new development target game element based on the development progress parameters of the managed specific development target game element, in a direction that is advantageous to the player.

5. 5. The game system according to claim 3, The acquisition processing means having the player acquire a game element for controlling the development progress that contributes to the development progress of the development target game element; The growth control means A game system that controls the game elements for controlling the training progress based on the control content information, thereby controlling fluctuations in the training progress parameters.

6. In the game system according to any one of claims 3 to 5, The determining means As the determination process, the game system determines the control content for the development progress parameters in the new development target game element so that the result is the same as the result obtained by the player when the development control process as the development-related process is executed for the development progress parameters in the specific development target game element that has already been managed.

7. In the game system according to any one of claims 1 to 6, The determining means A game system that sets the managed specific development target game element used in the determination process as unusable in the game, or changes the development progress parameters of the managed specific development target game element in a direction that is disadvantageous to the player.

8. In the game system according to any one of claims 1 to 7, The game system further comprises a setting means for setting the development target game element that meets given setting conditions from among a plurality of managed development target game element information stored in the storage means to the at least one managed specific development target game element.

9. 9. The game system according to claim 8, The set conditions include winning a given lottery process.

10. 10. The game system according to claim 8, A game system, wherein the setting conditions include those specified based on an operation instruction from the player.

11. The game system according to claim 10, a display control means for displaying, on a display means, a preview of predicted control content when the determination process is executed for the new training target game element and the training target game element designated by the player from among the managed training target game elements, when the at least one training target game element is set as the managed specific training target game element based on an operation instruction from the player; The setting means When a confirmation instruction is received from the player after the preview display, the game system sets the training target game element that is the subject of the confirmation instruction to a specific training target game element that has already been managed.

12. In the game system according to any one of claims 8 to 11, A game system, wherein the set conditions include conditions related to the training progress parameters.

13. 13. The game system according to claim 12, A game system, wherein the conditions regarding the training progress parameter include the training progress parameter being at a maximum value or a minimum value for the player at a given timing.

14. The game system according to any one of claims 1 to 13, The determining means When a plurality of the managed specific training target game elements are set, a given calculation is performed on the training progress parameters of the plurality of specific training target game elements; The game system determines the control content based on the result of the calculation.

15. A program for executing a game using game elements to be developed, acquisition processing means for executing a game element acquisition process that allows a player to acquire the game element when a given acquisition condition is met; a game element management means for managing, as managed training target game element information, information stored in a storage means, in which a training target game element, which is a game element to be trained acquired by the game element acquisition process, a training progress parameter indicating a parameter that defines a training progress of the training target game element, and control content information that defines a control content for a given training-related process related to the training of the training target game element; a development control means for controlling a change in the development progress parameter when a given execution condition is met, thereby executing a development control process for the development target game element managed in association with the development progress parameter; a determination means for executing a determination process that determines control content for defining the development-related process for developing the new development-target game element according to a difference between a development progress parameter of at least one specific development-target game element that has already been managed and a development progress parameter of the new development-target game element when the new development-target game element indicating the new development-target game element is acquired by the game element acquisition process; and providing means for providing the player with information about a game including the game element to be developed; 、 Make the computer function as The game element management means registering information about the new training target game element, including control content information indicating the control content determined by the determination process, as the managed training target game element information in a storage device; A program characterized by providing control content information stored in correspondence with the managed development target game element to a means for executing the development related processing when executing a given development related processing for the managed development target game element.

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