Game system, game control device and program

The game system enhances user engagement by partially revealing character parameters, promoting diverse selections and overcoming biased choices in character acquisition.

JP7776858B2Active Publication Date: 2025-11-27KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2021165058
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-06
Publication Date
2025-11-27
Estimated Expiration
2041-10-06

AI Technical Summary

Technical Problem

Users in games tend to select characters with high ranks or popularity due to revealed parameters, leading to biased choices and a lack of engagement in character selection.

Method used

A game system that partially reveals parameters of selectable objects, associating them with user identification information, allowing users to acquire objects without full parameter disclosure.

Benefits of technology

Enhances game entertainment by encouraging diverse character selection and increasing user engagement through partial parameter disclosure.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance fun of a game in which a user can select an object that the user wishes to acquire from among multiple acquirable objects.SOLUTION: Presentation means presents multiple selectable objects. Acquisition means relates a selectable object selected by a user from among the multiple selectable, presented objects to a user's identification information as an object acquired by the user. The presentation means discloses only information regarding one portion of multiple parameters so as to prevent all of the multiple parameters related to the selectable objects from being grasped when presenting the selectable objects.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

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

[0002] Conventionally, there are known games in which a user can select a character that he or she wishes to acquire from among a plurality of acquireable characters displayed on a screen. The user selects the character that he or she wishes to acquire while checking the parameters, such as the abilities, of each acquireable character on the screen. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 3944460 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above games, since users know the rank and other parameters of each character they can acquire, they tend to select only characters with relatively high ranks or popular characters, which leads to a bias in the characters selected by users. Furthermore, character selection by users is a simple task of simply comparing the parameters of each character on the screen to find a character with high abilities, which is not very interesting.

[0005] Therefore, an object of the present invention is to provide a game system, a game control device, and a program that can increase the entertainment value of a game in which a user can select an object that they wish to acquire from a plurality of obtainable objects. [Means for solving the problem]

[0006] A game system according to one aspect of the present invention is a game system that provides a game in which an object selected by a user from a plurality of selectable objects is used, and includes: a presentation means that presents the plurality of selectable objects; and an acquisition means that associates a selectable object selected by the user from the plurality of selectable objects presented by the presentation means with the user's user identification information as an object acquired by the user, and when presenting the selectable object, the presentation means discloses only information regarding a portion of the plurality of parameters associated with the selectable object so that all of the parameters associated with the selectable object are not revealed.

[0007] A game control device according to another aspect of the present invention is a game control device that provides a game in which an object selected by a user from a plurality of selectable objects is used, and includes: a presentation means that presents the plurality of selectable objects; and an acquisition means that associates a selectable object selected by the user from the plurality of selectable objects presented by the presentation means with the user's user identification information as an object acquired by the user, and when presenting the selectable object, the presentation means discloses only information regarding a portion of the plurality of parameters associated with the selectable object so that all of the parameters associated with the selectable object are not known. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a schematic block diagram showing an example of the hardware configuration of a game terminal. [Figure 3] FIG. 2 is a schematic block diagram illustrating an example of a hardware configuration of a server. [Figure 4] FIG. 10 is a diagram showing an example of a player information image. [Figure 5] FIG. 10 is a diagram illustrating an outline of a game executed in an event mode. [Figure 6] FIG. 1 is a diagram illustrating an example of a game cycle. [Figure 7] FIG. 10 is a diagram illustrating an example of a team setting screen. [Figure 8] FIG. 10 is a diagram showing an example of a screen image during a match. [Figure 9] FIG. 10 is a diagram showing an example of a scout screen image. [Figure 10] FIG. 10 is a diagram showing an example of lottery probabilities by team rank. [Figure 11] FIG. 10 is a diagram showing an example of information disclosure probability by gaze point. [Figure 12] FIG. 10 is a diagram showing an example of a list of short evaluation information for fielders. [Figure 13] FIG. 10 is a diagram showing an example of a pitcher evaluation information list. [Figure 14] FIG. 10 is a diagram illustrating an example of a replacement target list screen. [Figure 15] FIG. 10 is a diagram showing an example of a player substitution confirmation screen. [Figure 16] FIG. 10 is a diagram illustrating an example of a contract renewal screen. [Figure 17] FIG. 2 is a schematic functional block diagram showing an example of the functional configuration of the game system. [Figure 18] FIG. 10 is a diagram illustrating an example of a user information table. [Figure 19] FIG. 10 is a diagram illustrating an example of a character information table. [Figure 20] FIG. 10 is a diagram showing an example of a possessed character table. [Figure 21] FIG. 10 is a diagram illustrating an example of user team data. [Figure 22] FIG. 10 is a diagram showing another example of information disclosure probability by gaze point. [Figure 23] FIG. 10 is a schematic functional block diagram showing another example of the functional configuration of the game system. [Figure 24] FIG. 10 is a schematic functional block diagram showing another example of the functional configuration of the game system. [Figure 25] FIG. 10 is a diagram showing an example of a top screen of a game. [Figure 26]10 is a flowchart illustrating an example of processing of the game system. [Figure 27] 10 is a flowchart illustrating an example of a scout process. [Figure 28] 10 is a flowchart illustrating an example of processing of the game system. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.

[0010] [1. Game system configuration] FIG. 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 in the game system 1 are connected to each other so that data can be communicated via a network N such as the Internet. Here, since the multiple game terminals 10-n have the same configuration, when no particular distinction is required, they will be simply referred to as "game terminal 10" in the following description.

[0011] The network N in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game terminals 10-n and the server 30 in the game system 1 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.

[0012] A game terminal 10 operated by a user is a computer used by the user to play a game. Examples of game terminals 10 include home game consoles (stationary or portable), personal computers, smartphones, mobile phone terminals, PHS (Personal Handy-phone System) terminals, personal digital assistants (PDAs), tablet computers, multi-function television receivers (so-called smart TVs), and commercial game consoles installed in gaming facilities, etc.

[0013] The server 30 is, for example, a server computer. The server 30 associates information about the user's game with a user ID for uniquely identifying each user, and stores and manages the information in, for example, a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.

[0014] Furthermore, server 30 executes processes such as opponent determination processing (so-called matching processing) when a communication battle (online battle) is conducted between users. In a communication battle, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a battle game via network N. In this communication battle, for example, game terminal 10-1 and game terminal 10-2 matched by server 30 can directly communicate with each other via a P2P (Peer to Peer) connection or the like to conduct the battle. Alternatively, data exchange between game terminal 10-1 and game terminal 10-2 can be performed via server 30. Either method may be used to conduct the communication battle.

[0015] Communication between game terminal 10-n and server 30 can be realized, for example, by using HTTP (Hyper Text Transfer Protocol), which runs on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol specified by this system at a higher level.

[0016] On the other hand, communication between game terminal 10-1 and game terminal 10-2 connected by P2P or the like can be realized by, for example, UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model that is mainly implemented on the IP protocol. The above-mentioned UDP is a communication method in which data is sent to the other terminal device without any data delivery confirmation or error correction, so it has the advantage of low data reliability but high data transfer speed. Of course, it is also possible to use existing protocols other than UDP for communication between game terminal 10-1 and game terminal 10-2, or to use new protocols that will be newly defined in the future.

[0017] Furthermore, for example, in a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band), multiple game terminals 10-n can communicate directly with each other to play competitive games, etc.

[0018] (Game device hardware configuration) FIG. 2 is a schematic block diagram showing an example of the hardware configuration of game terminal 10. Game terminal 10 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an auxiliary storage device 14, a communication unit 15, an operation unit 16, an image processing unit 17, and a sound processing unit 18, which are interconnected via a bus line 19 including an address bus, a data bus, a control bus, etc. Note that interface circuits are interposed between bus line 19 and each component as needed, but are not shown here. Game terminal 10 also includes a display unit 20 and an audio output unit 21.

[0019] The CPU 11 interprets and executes the commands of the game program, and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for basic operational control of the game terminal 10. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.

[0020] The auxiliary storage device 14 is a storage device that stores game programs, various data, etc. As the auxiliary storage device 14, for example, a non-volatile semiconductor memory, a hard disk drive, a solid state drive, etc. can be used.

[0021] Communication unit 15 includes a communication interface (not shown) and has a communication control function for communicating data when a game is being played. Here, the communication control function for data communication includes, for example, an Internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (e.g., the 2.4 GHz frequency band). Communication unit 15 transmits a connection signal for connecting game terminal 10 to network N based on a command from CPU 11, and also receives information transmitted from the other party and supplies the information to CPU 11.

[0022] The operation unit 16 is used by the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit (a component of a touch panel) equipped with a touch interface, physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. The operation unit 16 may also be configured to accept voice input by identifying voice input from a voice input unit such as a microphone.

[0023] The image processing unit 17 drives the display unit 20 based on an image display command from the CPU 11 to display a game screen. Various known display devices, such as a liquid crystal display or an organic electroluminescence (EL) display, can be used for the display unit 20. The display unit 20 can also be a touch panel that combines a display device, such as a liquid crystal display, with a position input unit having a touch interface. When the display unit 20 is configured as a touch panel, the image processing unit 17 includes a touch input detection unit (not shown). When a pointer, such as a finger or a pen, touches the screen, the touch input detection unit detects the coordinates of the contact position on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 20. The display unit 20 does not need to be integrated with the game device 10 and may be, for example, a television monitor externally connected to the game device 10.

[0024] The sound processing unit 18 generates an analog audio signal based on a sound generation instruction from the CPU 11 and outputs it to the audio output unit 21 .

[0025] (Server hardware configuration) 3 is a schematic block diagram showing an example of the hardware configuration of server 30. Server 30 mainly comprises a CPU 31, a ROM 32, a RAM 33, an auxiliary storage device 34, and a communication unit 35, which are interconnected via a bus line 36 including an address bus, a data bus, a control bus, etc. Note that, although an interface circuit is interposed between bus line 36 and each component as needed, the interface circuit is not shown here.

[0026] The CPU 31 interprets and executes commands from the system software and application software, and controls the entire server 30. The ROM 32 stores programs and the like necessary for basic operational control of the server 30. The RAM 33 stores various programs and data, and ensures a working area for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs, various data, and the like. For example, a hard disk drive or a solid state drive can be used as the auxiliary storage device 34.

[0027] The communication unit 35 includes a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, if the server 30 is configured as a system incorporated into a social networking service (SNS), the communication unit 35 of the server 30 controls communication with the SNS server. Furthermore, for example, the server 30 controls communication with a video distribution server that distributes game videos played by users to spectators. The server 30 may also be provided with a video distribution function.

[0028] The server 30 can be configured as a single computer, or can be configured as a function-distributed type in which the functions of the server 30 are distributed among multiple servers. Alternatively, a load-distributed type configuration can be achieved by providing multiple servers 30 on the network N for redundancy (multiplexing). The server 30 can also be configured as a cloud server that uses cloud computing technology.

[0029] The programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored in an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.

[0030] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.

[0031] [2. Example of a game] An example of a game is outlined below. Various games can be executed in the game system 1. For example, various games can be executed regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, etc.), racing games, fighting games, combat games, digital card games, etc. Note that games may be executed by game terminal 10 communicating data with server 30 or another game terminal 10, or may be executed by game terminal 10 alone.

[0032] For example, in a baseball game, various game modes, including battles, are executed based on one or more objects (for example, game characters, game cards, game items, etc.). Below, a baseball game based on baseball will be described as an example of a game executed in the game system 1, and other games will also be mentioned as necessary.

[0033] Player characters modeled after real baseball players are provided as characters (examples of objects) that can be used in the game. That is, the name of a real baseball player is set, and a player character is provided in which ability parameters are set based on the abilities and achievements of that baseball player. In the example of the baseball game of this embodiment, a plurality of player characters are provided, each corresponding to a baseball player who is registered under contract with one of the 12 professional baseball teams in Japan in the real world. Furthermore, if a new baseball player is registered under contract with one of the 12 professional baseball teams, a player character corresponding to that baseball player may be added to the game. Furthermore, for example, a player character corresponding to a retired real professional baseball player may be made available for use in the game.

[0034] The player characters may be fictional baseball players. The baseball game of this embodiment also includes a game mode in which an original player character is trained. The original player character trained in this training mode may be used in various game modes together with player characters modeled after real baseball players.

[0035] The baseball game of this embodiment is equipped with various game modes. One of these is a normal match mode in which a user organizes their own baseball team using player characters acquired in the game and plays against opposing teams. For example, a user can use game items or game points to draw a player character by lottery. After the player character is drawn by lottery, a player character selected based on the lottery process from a group of player characters prepared by the game system 1 is given to the user. The user collects the player characters acquired in this way and organizes their own baseball team for the normal match mode using the collected player characters. The user can then play a game against an opposing team using their own organized baseball team.

[0036] There is also an event mode, which uses a special event baseball team prepared separately from the baseball team used in the normal battle mode during events held regularly or irregularly. There are various events, including a game in which the user must deduce player characters whose parameters are partially hidden, acquire player characters through scouting, and strengthen the special event baseball team. The baseball team used in this event mode and the player characters acquired by the user can only be used in the event mode, and will no longer be owned by the user at the end of the event mode period. Details of this event mode will be described later.

[0037] An example of a player character used in the baseball game of this embodiment will now be described. Fig. 4 shows an example of a player information image displayed on the display unit 20. Fig. 4 shows an example of a player information image G100 of a fielder player character.

[0038] As shown in Fig. 4, the player information image G100 shows information about the player character. The player information image G100 includes multiple pages, and pages can be switched by selecting part P107. In the example shown in Fig. 4, the first page is displayed, and other information about the player character is displayed on the other pages.

[0039] The player information image G100 includes parts P101 and P102. Part P101 represents an image of a player character. Part P102 represents the name and series of the player character. In the example shown in FIG. 4, the name of the player character is "Player X," but in reality, the name of a real baseball player is set as the name of the player character. Also, in the example shown in FIG. 4, the series of the player character is "2021 Series 1." Player characters with the same player name may be provided for each series, for example, "2021 Series 1 Player Name X," "2020 Series 2 Player Name X," etc. Therefore, there may be player characters with the same player name but from different series within the same team. With each update of the series, changes to abilities, etc. are made based on the baseball player's performance.

[0040] Furthermore, the player information image G100 includes parts P103 to P106. Part P103 indicates the rank of the player character. The rank indicates the rarity of the player character. In other words, the higher the rank, the higher the rarity. Note that the higher the rarity, the higher the ability of the player character, so the rank can also be said to indicate the ability of the player character. For example, the rank is indicated in five levels, "S, A, B, C, D" from highest to lowest. Note that player characters with the same player name may have different ranks, and there may be player characters with the same player name but different ranks on the same team. The rank may also be called by other names, such as "grade," "rarity," "scarcity," or "rarity."

[0041] Part P104 indicates an overall strength parameter associated with each player character. This overall strength parameter is a numerical value assigned to each player character and is a parameter that comprehensively evaluates the strength of each player character. The overall strength parameter may be referred to as, for example, "spirits."

[0042] Part P105 indicates the defensive information, cost information, training level information, and level / experience value information of the player character. The defensive information indicates the player character's main position (defensive position) and the player character's defensive ability. The main position is the player character's suitable position. For example, defensive ability is expressed in eight levels, "S, A, B, C, D, E, F, G," from highest to lowest. "S" indicates very high defensive ability, and "G" indicates very low defensive ability. The abbreviated notation "1D" indicates that the player character's main position is "first baseman" and the player character's defensive ability is "D."

[0043] The cost information indicates the cost of the player character. In the normal battle mode, when a user selects a predetermined number (e.g., 24) of player characters from among the multiple player characters that the user owns to form a team, the user must form the team so that the total cost of the player characters does not exceed an upper limit (team cost).

[0044] The training level information indicates the training level of a player character. The training level of a player character increases by training. For example, a player character can be trained by consuming other player characters. As the training level increases, the player character's ability parameters and overall strength parameters increase. Note that "Lv0 / 10" indicates that the upper limit of a player character's training level is "10" and the current training level is "0". Note that the upper limit level of a player character can be increased by consuming a player character of the same name and the same rank or higher. For example, the upper limit level can be increased to the original upper limit level + 5.

[0045] The level and experience value information indicates the level and experience value of the player character. Player characters who participate in a match are granted experience values. When the experience value reaches a certain value, the player character's level increases. When the player character's level increases, the player character's ability parameters and overall strength parameters also increase. Note that "Lv1 / 50" indicates that the player character's maximum level is "50" and the current level is "1."

[0046] Part P106 indicates the trajectory parameters, contact parameters, power parameters, and running ability parameters of the player character. The trajectory parameters indicate how high the ball hit by the player character will fly. Examples of trajectory parameters include "artist," "power hitter," "high trajectory," "mid trajectory," "line drive," "low trajectory," and "grounder." The contact parameters indicate the player character's contact ability (the ability to hit the ball thrown by the pitcher with the bat). The power parameters indicate the player character's power (the ability to hit the ball thrown by the pitcher with the bat and send it flying farther). The running ability parameters indicate the player character's foot speed.

[0047] In the example shown in FIG. 4, a numerical value and an alphabet are displayed for each of the hitting parameter, power parameter, and running ability parameter. The numerical value indicates an ability value, and the alphabet indicates the level of ability. The level of ability is expressed in eight levels of ability ranks, "S, A, B, C, D, E, F, G," in descending order. For example, the relationship between ability rank and ability value is as follows: S rank (ability value 100 or more), A rank (ability value 80-99), B rank (ability value 70-79), C rank (ability value 60-69), D rank (ability value 50-59), E rank (ability value 40-49), F rank (ability value 20-39), and G rank (ability value 19 or less).

[0048] Parameters other than those described above are also associated with player characters. For example, a defensive aptitude parameter is associated with a player character. The defensive aptitude parameter includes the defensive ability value for each main position and sub-position, and a defensive aptitude rank indicating the level of defensive ability (for example, eight levels: "S, A, B, C, D, E, F, G" in descending order). A sub-position is a secondary position other than the main position that has defensive aptitude. Some player characters may have two or more sub-positions set, or no sub-positions at all.

[0049] Other parameters associated with a player character include, for example, special ability parameters. Examples of special abilities include a special ability that is good at taking chances (ability increases when there are chances), a special ability that is good against left-handed pitchers (ability increases when the opposing pitcher is a left-handed pitcher), etc.

[0050] Other parameters associated with a player character include, for example, the player character's "dominant hand (right-handed or left-handed throwing)" and "batting style (right-handed, left-handed, or ambidextrous)." Other parameters include, for example, a catching parameter, a throwing parameter, and a shoulder strength parameter that indicate the level of defensive ability. Parameters not displayed in the player information image G100 illustrated in FIG. 4 can be viewed on the screen by selecting part P107 and switching pages.

[0051] While FIG. 4 shows a fielder player character, in the case of a pitcher player character, pitcher position information (e.g., starting pitcher, reliever, closer, etc.) is displayed instead of fielder position information. Also, pitcher ability parameters (e.g., pitch power parameter, control parameter, stamina parameter, etc.) are displayed instead of fielder ability parameters. Also, by specifying part P107 to switch pages, at least one pitch type that the pitcher character can throw, the pitch speed for each pitch type, the rank for each pitch type (e.g., eight levels: "S, A, B, C, D, E, F, G" in descending order), catching parameters, throwing parameters, shoulder strength parameters, special ability parameters, etc. are displayed on the screen.

[0052] (An example of an event mode game) Next, an example of a game executed in the event mode will be described. FIG. 5 is a diagram illustrating an outline of a game executed in the event mode. As shown in FIG. 5, the game of this embodiment is mainly made up of four parts: "Match," "Scout," "Player Deductive Analysis," and "Order Strengthening." The general flow of the game will be described below.

[0053] At the start of the event mode game, the user is assigned an event-specific baseball team. The user uses the assigned team to play event-specific matches in the match part and earns "eye power points" based on the results of the matches. After a certain number of matches (e.g., three matches) have been played, a process is executed that allows the user, known as a "scout," to selectively acquire player characters.

[0054] By executing the scouting process, a plurality of scout candidate player characters are displayed on the screen. A scout candidate player character is a player character who is a candidate for joining the user's team and can be selectively acquired by the user. The full identity of each scout candidate player character displayed on the screen is not revealed. In other words, the character image and name (name) of the scout candidate are hidden, and information about parameters such as abilities is also partially hidden, with only information about some of the parameters being cut out and disclosed to the user. The level of detail (accuracy) of the information about each scout candidate player character that is disclosed to the user changes based on the "insight points" acquired by playing the match.

[0055] In the player inference part, the user infers which player character is a strong player based on the disclosed information about the player character of each scout candidate, and infers which player character should be acquired to improve the team's overall strength, and selects and acquires the player character. Hereinafter, the user's acquisition of a player character based on the above scouting process may be referred to as "scouting." Only after acquiring a player character through scouting can the user confirm on the screen which player character it was.

[0056] The player characters scouted in the deduction part as described above are incorporated into the order of the user's event-specific team, thereby strengthening the team (order strengthening part). The user then uses the strengthened team to play a match again in the match part. Thereafter, the four parts of "match," "scout," "player deduction," and "order strengthening" are repeated in order, strengthening the team by acquiring player characters through scouting that involves deduction.

[0057] For example, in the event mode, the user can earn rewards according to the "total order points" and "cumulative team management points" described below. In addition, the user can earn rewards by completing the missions (tasks) described below. The event mode game of this embodiment will be described in more detail below.

[0058] (Game Cycle) FIG. 6 is a diagram illustrating an example of a game cycle of a game executed in event mode. In the game of this embodiment, virtual time in the game progresses by one month each time a baseball game is played. As shown in FIG. 6, in the game of this embodiment, one cycle is one year (12 games), and the year is divided into four seasons of three months each (spring → summer → fall → winter). The spring season is from March to May, the summer season is from June to August, the fall season is from September to November, and the winter season is from December to February, with three games played in each season. The game starts in March. When the winter season ends, the game moves to the spring season of the following year (next cycle), and thereafter, the seasons move every three games. The user can play the game any number of cycles during the event period.

[0059] Each user's team (baseball club) is assigned a "team rank" that indicates the team's rank or strength. For example, team ranks are classified into five levels: "weak," "average," "strong," "constant winner," and "prestigious," from lowest to highest. The game begins with a "weak" rank. Meeting certain conditions increases the team's rank, allowing players to progress more advantageously in event mode. For example, a team's rank is determined by the number of wins it receives over a one-year period (one cycle) from March to February of the following year. In this case, an in-game event called a "team rank revision" occurs at the end of February in the game. For example, if a team wins five or fewer games in one cycle, it is considered "weak," if it receives six or more wins, it is considered "average," if it receives eight or more wins, it is considered "strong," if it receives nine or more wins, it is considered "constant winner," and if it receives ten or more wins, it is considered "prestigious." Note that a team's rank can increase or decrease by one level per cycle, or remain unchanged. Therefore, for example, even if a team wins 10 games, going from "weak" to "prestigious," it will not suddenly become "prestigious." As a variation, the team rank may be increased by two or more stages in one cycle.

[0060] There are regular matches and big game matches that offer more rewards than regular matches (for example, double the club management points that can be earned). When certain conditions are met, a big game match will be played instead of a regular match. In this embodiment, if a club is ranked "weak" or higher and wins a match in May, the match in June will become a big game. Also, if a club is ranked "strong" or higher and wins four or more matches from March to August, the match in September will become a big game. Also, if a club is ranked "strong" or higher and wins a big game match in September, the match in October will become a big game. These are just examples, and the specific conditions for the occurrence of a big game can be set arbitrarily. It is also possible to have only regular matches played without big games being played.

[0061] The scouting process described above is executed at a predetermined timing after the end of each season (i.e., a total of four times in one cycle), as illustrated in Fig. 6. As the scouting process is executed, the player characters acquired by the user through the above-mentioned deductions are incorporated into the lineup of the user's team.

[0062] All player characters used in the event mode have a parameter called contract years set. The contract years range from 1 to 5 years. The contract years for each player character decrease by 1 at the end of the fall season (the end of the November games). Player characters whose contract years reach 0 will generally leave the user's team. When a player character's contract years reach 0, an in-game event called "contract renewal" occurs. In addition, in-game events called "player leaving the team" and "player joining" may occur. These in-game events will be described later. Note that "contract years" may also be referred to as "possible contract years" or "remaining contract years" (hereinafter, "contract years" may also be referred to as "possible contract years" or "remaining contract years").

[0063] In the following explanation, processes or in-game events (scouting, team rank revisions, contract renewals, player departures, player joinings, etc.) that occur after the end of the current season (or after the end of the current month's games) but before the next season (or before the next month's games) will be treated as processes or in-game events during the current season.

[0064] (Event mode match part) In the match part, an event-specific match can be played by consuming "1" event cost, which is the point required to play a match. For example, the maximum event cost is "5", and it naturally recovers by "1" every hour. Note that the event cost may be instantly recovered without waiting for natural recovery by using a recovery item, etc. As a variation, a user may be allowed to play a match any number of times without having to consume the event cost.

[0065] When playing a game in the game part, the user is assigned an event-specific baseball team consisting of a total of 24 players: fielder characters (one for each of the positions of "catcher," "first baseman," "second baseman," "third baseman," "shortstop," "center fielder," "right fielder," and "left fielder," one "designated hitter (DH)" and four pinch hitters), and pitchers (five "starters," four "relay pitchers," one "closer," and one bench pitcher). The initial event order assigned to the user at the start of the event mode game is a fixed order common to all users. For example, the 24 player characters in the initial event order are determined by the game operator from among the player characters provided by the game system 1. Furthermore, all 24 player characters in the initial event order are B rank, and all users start the game under the same conditions.

[0066] Additionally, the ranks of scout candidate player characters that users can acquire in event mode are either S rank, A rank, or B rank. Additionally, the ability parameter status of each scout candidate player character is in a full spec state, with the ability parameter level at the maximum and the training level at the maximum.

[0067] In the normal battle mode, when a user selects a predetermined number (e.g., 24) of player characters from among the multiple player characters they own to form a team, they must form the team so that the total cost of the player characters does not exceed an upper limit (team cost). On the other hand, in the event mode, the team is not made up of player characters that the user actually owns, but rather of event-exclusive player characters that the user can own only during the event mode. Furthermore, there is no limit on team cost in the event mode. Therefore, the event mode can provide the user with an opportunity to use players that would normally be difficult for the user to acquire. This can convey to the user the appeal of player characters that the user has never used before, and motivate them to actually own player characters.

[0068] Fig. 7 is a diagram showing an example of a team setting screen for organizing a team in the event mode. The team setting screen G200 shown in Fig. 7 is an image for the user to set (organize) a team. In other words, the team setting screen G200 is an image for changing the positions of player characters belonging to the user's team.

[0069] As shown in FIG. 7, the team setting screen G200 includes parts P201 and P202 and an area A204. Part P201 is a part for selecting the position lineup of fielders, and part P202 is a part for selecting the position lineup of pitchers. FIG. 7 shows a state in which part P201 is selected. When part P201 is selected, a player character registered as a fielder member of the team is displayed in area A203. That is, a plurality of parts P205 corresponding to a plurality of player characters registered as fielders of the team are displayed in area A204. In the example of FIG. 7, the name of the player character is displayed in each part P205. Although not shown in FIG. 7, an image, rank, level, etc. of the player character may be displayed in each part P205.

[0070] Area A204 includes an area A2041 for starting members and an area A2042 for bench members. Area A2041 displays parts P205 representing player characters registered as starting members. That is, one part P205 (one player character) is associated with each position. On the other hand, area A2042 displays parts P205 representing player characters registered as bench members. For example, by dragging and dropping a part P205 onto another part P205, it is possible to swap the positions of player characters or swap player characters between starting members and bench members.

[0071] When part P202 is selected, the player characters registered as pitchers for the team are displayed in area A204. In this case, the player characters registered as starting pitchers, relay pitchers, and closers are displayed in area A204. The user can swap player characters among starting pitchers, relay pitchers, and closers, or swap player characters registered as starting pitchers, relay pitchers, or closers with player characters on the bench.

[0072] The team setting screen G200 also includes a part P203. The part P203 indicates a team overall strength value. The team overall strength value is calculated by executing a predetermined calculation process based on the overall strength parameters of each player character registered as a member of the team. For example, the team overall strength value is the sum of the overall strength parameters of the 24 player characters registered as members of the team. Alternatively, the team overall strength value may be calculated based on the overall strength parameters of only some of the player characters in the team (for example, only the starting players).

[0073] Note that if a player character is set to a position different from his / her main position, a position inappropriateness penalty will be incurred. For example, if a player character whose main position is "first baseman" is placed in a defensive position other than first base, the position inappropriateness penalty will cause the player character's overall strength parameter value to be lower than if there was no position inappropriateness. As a result, the team overall strength value will also be lower than if there was no position inappropriateness. For example, even if an S-rank player character has position inappropriateness, the overall strength parameter value will be lower than an A-rank player character. Note that, for example, only player characters whose position suitability for a sub-position is B-rank or higher may be placed in a sub-position defensive position without incurring a position inappropriateness penalty.

[0074] Therefore, the user is required to set up a team taking into consideration the positions of each player character that makes up the team. Also, when acquiring player characters through scouting, the user is required to consider which player characters to acquire, taking into consideration overlapping positions.

[0075] The team setting screen G200 also includes a part P207. The part P207 indicates total order points. The total order points are the sum of the order points of the 24 player characters registered as team members. The order points of a player character are calculated by executing a predetermined calculation process based on the parameters of the player character. For example, the order points of a fielder character are calculated based on a hitting parameter value, a power parameter value, a running ability parameter value, a player rank, and an overall ability parameter value. For example, the order points of a pitcher character are calculated based on a pitching force parameter value, a control parameter value, a stamina parameter value, a player rank, and an overall ability parameter value. The higher the player character's ability value, player rank, and overall ability parameter value, the higher the order points. For example, a reward is awarded to the user based on the total order points. Furthermore, an increase in total order points makes it easier to earn team management points, which will be described later. Note that the total order points may be calculated based on the order points of only some of the player characters on the team (for example, only the starting players).

[0076] Furthermore, the team setting screen G200 also includes parts P208, P209, and P210. Part P208 is a part for setting the batting order. When part P208 is selected, an image for setting the batting order is displayed on the display unit 20. Part P209 is a part for saving team data. When part P209 is selected, the team data set by the user is saved in the database DB (or auxiliary storage device 14, 34, etc.). Part P210 is a part for transitioning to the top screen of the event mode.

[0077] The user can play a match against an opposing team using their own team (hereinafter referred to as the "user team") set up as described above. The opponent is, for example, a team with a total team strength value similar to that of the user team.

[0078] The baseball game according to this embodiment has two parts: an "automatic progression part" and an "action part" as described below.

[0079] The automatic progression part is a part where the game progresses automatically. That is, in the automatic progression part, the game situation is updated without the user having to perform batting operations or base running operations during offense or pitching operations or fielding operations during defense. In other words, in the automatic progression part, the game progress is automatically generated (determined) by the computer based on parameters related to the user's team (e.g., ability parameters of the player characters of the user's team) and parameters related to the opposing team (e.g., ability parameters of the player characters of the opposing team). In the automatic progression part, the user will watch the game progress automatically generated by the computer.

[0080] On the other hand, the action part is the part where the user performs batting operations and base running operations when attacking, and pitching operations and fielding operations when fielding. That is, in the action part, the player character performs actions in response to the user's operations. For example, when attacking, the player character performs batting or base running in response to the user's operations (batting operations or base running operations), and when fielding, the player character pitches or fields in response to the user's operations (pitching operations or fielding operations). In this way, in the action part, the game situation is updated based on the user's operations on the player character.

[0081] In the baseball game according to the embodiment, the game basically progresses in an automatic progression part, and only an outline of the game progress (game key points) is displayed on the screen. Only when the game situation reaches a predetermined state during the automatic progression part, does the game switch from the automatic progression part to an action part, providing the user with an opportunity to control the player characters.

[0082] The above-mentioned "predetermined situation" refers to, for example, a situation where the user team has a chance to score (for example, a situation where the user team is at bat and there is a runner on third or second base), a situation where the user team is likely to create a chance to score (for example, a situation where the user team is at bat and there are no outs or runners on base), or a situation where the user team is in danger of conceding a run (for example, a situation where the opposing team is at bat and there is a runner on third or second base).

[0083] A predetermined number of operation opportunities are provided to the user in one game. For example, three operation opportunities are provided to the user in one game. In this case, for example, one operation opportunity is provided between the top of the first inning and the bottom of the third inning, one operation opportunity is provided between the top of the fourth inning and the bottom of the sixth inning, and one operation opportunity is provided between the top of the seventh inning and the bottom of the ninth inning. The number of operation opportunities in one game is not limited to the above example, and may be two or less, or four or more. Furthermore, the number of operation opportunities in one game does not have to be fixed, and may vary from game to game. The timing at which operation opportunities occur is also not limited to the above example. When the action part ends, the action part switches to the automatic progression part, and the game progresses automatically again.

[0084] Activity points are accumulated according to the level of a player character's performance (achievement) based on the user's operation during the action parts (in other words, according to the game results based on the user's operation). The relationship between the game results based on batting operations and activity points is, for example, "0 outs," "150 walks," "250 singles," "300 doubles," "350 triples," and "500 home runs." The relationship between the game results based on pitching operations and activity points is, for example, "0 hits allowed," "250 outs," "300 strikeouts," and "350 double plays." The total activity points accumulated during a game can be checked using an activity gauge that appears on the screen after each action part ends. If a player wins a game, the accumulated activity points remain, but if the game is lost (or drawn), the accumulated activity points may be reduced. For example, a draw results in a 10% reduction, a one-point loss results in a 20% reduction, a two-point loss results in a 30% reduction, and so on.

[0085] FIG. 8 is a diagram showing an example of a screen image during a match. As shown in FIG. 8, a screen image G300 during a match includes parts P301, P302, and P303. Part P301 indicates the team name of the user team (Team A), and part P302 indicates the team name of the opposing team (Team B). Part P303 indicates a comparison (large or small, high or low) between the total team strength value of the user team and the total team strength value of the opposing team. The numerical value (38,500) displayed in association with the left end of part P303 indicates the total team strength value of the user team. Meanwhile, the numerical value (36,700) displayed in association with the right end of part P303 indicates the total team strength value of the opposing team.

[0086] Furthermore, the screen image G300 during a match includes parts P304 and P305. Part P304 indicates the cumulative total of activity points, and part P305 is an activity gauge that visualizes the cumulative total of activity points. The user is awarded "eye power points" according to the cumulative total of activity points earned during a single match. For example, if the cumulative total of activity points during a single match is 200 points or more, the user is awarded "+1 point" of eye power points, if the cumulative total of activity points during a single match is 500 points or more, the user is awarded an additional "+1 point (total of 2 points)" of eye power points, and if the cumulative total of activity points during a single match is 700 points or more, the user is awarded an additional "+1 point (total of 3 points)" of eye power points.

[0087] In the activity gauge of part P305 shown in FIG. 8, reward images P3051, P3052, and P3053 are displayed in association with positions corresponding to the amount of activity points required to acquire reward points. In the example of FIG. 8, reward images P3051, P3052, and P3053 are displayed in positions corresponding to 200, 500, and 700 points, respectively, indicating that the user will be awarded a reward when the user's cumulative activity points reach 200, 500, or 700 points. Also, in the example of FIG. 8, an acquisition image P3054 indicating that the user has acquired a reward is displayed over the reward image P3051, which was displayed in association with a position corresponding to 200 points. This indicates that the user has been awarded the reward points when the user's cumulative activity points reach 200 points.

[0088] In this embodiment, the maximum number of eye power points that can be earned in one game is "3 points." Here, eye power points are a game element that affects the detail (accuracy) of information about the player characters of each scout candidate that is disclosed to the user in the scouting that is carried out after the end of each season. Eye power points earned by the user for each game during a season are accumulated. In this embodiment, since there are three games in a season, the maximum number of eye power points that can be earned in one season is "9 points." Eye power points are reset for each season, starting at 0 points at the start of the season.

[0089] Furthermore, when a match ends, the user is awarded "team management points." Team management points are calculated by executing a predetermined calculation process based on the outcome of the match, the ability scores of the 24 player characters on the user's team, the performance points earned in the match, the team rank, whether or not the game was a big game, and so on. These team management points are accumulated throughout the event period. The user is then awarded a reward (e.g., items, in-game currency, etc.) according to the accumulated team management points.

[0090] (Scout part) Next, the scouting part of the event mode will be described. In the game of this embodiment, as described above, three games are played in each season, and after each season ends (i.e., after the end of the final game of each season), the scouting process is executed.

[0091] Fig. 9 is a diagram showing an example of a scout screen image G400 displayed on the display unit 20 as a result of the scout process being executed. The scout screen image G400 displays information about multiple scout candidate player characters that the user can acquire. Fig. 9 shows an example in which three scout candidate display areas A401 are provided and information about the player characters of three scout candidates is displayed.

[0092] Here, the number of scout candidate player characters presented to the user (displayed on the screen) by the scouting process varies based on the results of the game executed before the scout candidates were presented to the user. In this embodiment, the number of scout candidate player characters presented to the user varies within a range of two to five based on the results of three games executed during the season in which the scouting process is executed (i.e., the three games immediately preceding the scouting process). Specifically, at least two scout candidates are displayed on the screen in one scouting process. Then, one scout candidate is added for each win in a game during the target season. In other words, if the number of wins during the target season is zero, two scout candidate player characters will be presented to the user; if the number of wins is one, three; if the number of wins is two, four; and if the number of wins is three, five scout candidate player characters will be presented to the user.

[0093] In addition, if there is information about a scout candidate player character that cannot be displayed on the scout screen image G400 of Figure 9, the user can scroll the screen to display the scout candidate display area A401 that was not displayed.

[0094] Furthermore, the number of player characters that a user can acquire per scouting process (the number of players that can be scouted) differs depending on the team rank. In the example of this embodiment, if the team rank is "weak" or "average," the number is two, and if the team rank is "strong," "always winning," or "prestigious," the number is three. As mentioned above, the team rank is determined by the number of game wins over the course of a year (one cycle), so it can be said that the number of player characters that a user can acquire changes based on the results of the game before the scouting process.

[0095] In the example of this embodiment, as described above, the number of scout candidate player characters presented to the user is 2 to 5, and the number of player characters that the user can acquire is 2 to 3. Therefore, there may be cases where the number of scout candidate player characters presented to the user is less than the number of acquireable player characters. In this case, the number of scout candidate player characters presented to the user is the upper limit of the number of player characters that the user can acquire.

[0096] The group of scout candidate player characters is, for example, predetermined by the game management side. In this embodiment, player characters corresponding to active players in the latest professional baseball series are managed as the group of scout candidate player characters. In this embodiment, the rank of scout candidate player characters is either B rank, A rank, or S rank. Note that the rank of scout candidate player characters is not limited to this and may include, for example, C rank or lower.

[0097] In this embodiment, as shown in FIG. 6, scouting processing is executed four times a year (one cycle): in May, August, November, and February. In the scouting processing executed in May, August, and February, any player character with a contract term of one to five years appears as a scouting candidate. On the other hand, in the scouting processing executed in November, any player character with a contract term of three to five years appears as a scouting candidate. In other words, in the scouting processing executed in November, any player character with a contract term of one to two years does not appear as a scouting candidate. This is just one example, and the range of contract terms is not limited to the above. For example, the range of contract terms may be the same (e.g., two to six years) for any timing (execution month) of the scouting processing, or the range of contract terms may differ depending on the timing (execution month) of the scouting processing.

[0098] In this embodiment, a player character with the same name as a member in the user team's order is not selected as a scout candidate. Furthermore, if a player character has the same name as a member in the user team's order, they will not be selected as a scout candidate even if their ranks are different. This is just one example, and a player character with the same name as a member in the user team's order may also be selected as a scout candidate.

[0099] The player character of each scout candidate presented to the user by being displayed on the scout screen image G400 is determined based on probability from among a group of player characters who are scout candidates. In this embodiment, the lottery probability for each rank of scout candidate player character varies depending on the club rank of the user's team. FIG. 10 shows an example of the lottery probability for each club rank. FIG. 10 is a data table showing the relationship between the club rank and the lottery probability for each rank of scout candidate player character. In the example of FIG. 10, when the club rank is the lowest "weak", the lottery probability for each rank of a player character selected as a scout candidate is B rank = 60%, A rank = 30%, and S rank = 10%. As the club rank increases, the lottery probability for B rank decreases, while the lottery probability for S rank increases. When the team rank is the highest "prestigious," the probability of a player character being selected as a scout candidate by lottery according to rank is B rank = 0%, A rank = 50%, S rank = 50%.

[0100] Parts P402 to P407 are displayed in each scout candidate display area A401 of the scout screen image G400 in FIG. 9. Part P402 shows a silhouette image displayed in place of the actual image of the scout candidate player character, and a temporary player name ("Player 1," "Player 2," ...) displayed in place of the actual player name. In other words, since the image and player name (name) of the player character are not displayed in the scout screen image G400, the user cannot directly know which player character the presented player character is. In other words, in this embodiment, the player characters correspond to actual professional baseball players, so the user cannot know which professional baseball player each scout candidate presented on the scout screen image G400 corresponds to.

[0101] The silhouette image may be, for example, an image common to all scout candidates, or different silhouette images may be used for fielder characters and pitcher characters. If different silhouette images are used for fielder characters and pitcher characters, the user can tell whether the presented scout candidate is a fielder or a pitcher, but this does not allow the user to identify the player character. Note that a silhouette image is not necessary if the player character of the scout candidate cannot be directly identified. For example, instead of a silhouette image, an illustration image that makes it unclear which player it is may be used. Alternatively, the silhouette image may be omitted from part P402.

[0102] Furthermore, the display of the temporary player names is not limited to "Player 1," "Player 2," etc., and other characters or symbols may be used as long as they do not reveal the actual player names. Alternatively, the display of the temporary player names may be omitted from the part P402.

[0103] Parts P403 to P406 are areas that display information about parameters to be disclosed that can be disclosed to the user, out of all the parameters of the player characters who are scout candidates.

[0104] Part P403 indicates information about the main position of a scout candidate player character. In this embodiment, main position information is a parameter that is always disclosed. As a variation, the main position information may be disclosed or not, for example, by determining whether or not to disclose it based on a probability.

[0105] Part P404 shows information about the rank of the scout candidate player character. Part P405 shows information about the contract term (possible contract term) of the scout candidate player character. Part P406 shows review information about the scout candidate player character. Part P406 has three display spaces for review information: "Review 1," "Review 2," and "Review 3." In the example of FIG. 9, part P406 has a three-line review column for displaying "Review 1," "Review 2," and "Review 3." Therefore, up to three review information can be displayed for one scout candidate player character. Details of the review information will be described later. Each piece of information displayed in parts P404 to P406 is disclosure target information, and whether or not to disclose it is determined based on a probability. In other words, each piece of information about the rank, contract term, and reviews 1 to 3 of parts P404 to P406 is disclosure-variable information that may or may not be disclosed.

[0106] The probability that each piece of information, such as rank, contract years, and review information (review 1 to review 3), which can be displayed in parts P404 to P406, will be disclosed varies depending on the number of points acquired by the user during the season in which the scouting process is executed. As mentioned above, the number of points that can be acquired in one season ranges from 0 to 9. Figure 11 shows an example of the information disclosure probability for each point of attention. Figure 11 is a data table showing the relationship between points of attention and the disclosure probability of information on whether or not to disclose. For example, when points of attention = 0, the player character's rank information, the number of years available for contract, and the review information (review 1 to review 3) are disclosed with a 25% probability, a 40% probability, and a 10% probability (i.e., displayed in the scouting screen image G400). Also, when points of attention = 6, the player character's rank information, the number of years available for contract, and the information on reviews 1 to 3 are disclosed with a 100% probability, a 100% probability, and each of reviews 1 to 3 are disclosed with a 70% probability.

[0107] In the example of Figure 11, the higher the eye power points, the higher the probability of disclosure of information on the rank of the player character, with 100% disclosure when the eye power points are 3 or more. Furthermore, the higher the eye power points, the higher the probability of disclosure of information on the possible contract years, with 100% disclosure when the eye power points are 6 or more. Furthermore, the higher the eye power points, the higher the probability of disclosure of review information (review 1 to review 3), with 100% disclosure when the eye power points are 9. In other words, the amount of disclosure of information regarding the parameters of the player character of the scout candidate changes depending on the eye power points. In other words, the level of detail of disclosure of information regarding the scout candidate changes depending on the eye power points. The higher the eye power points, the more detailed information will be disclosed, or will be more likely to be disclosed, as information regarding the parameters of the player character of the scout candidate.

[0108] FIG. 12 is a diagram showing an example of a fielder's short review information table TBL104. The short review information table TBL104 is a list of information that can be displayed as short review information when the scout candidate is a fielder player character. The short review information table TBL104 includes fields for "short review ID," "short review name," "display example," and "description." The "short review ID" field indicates identification information for uniquely identifying short review information. The "short review name field" indicates the name given to each piece of short review information. The "display example" field indicates an example of specific information displayed on the scout screen image G400. The "description" field indicates an explanation of the content of the short review information. Note that the "display example" and "description" fields may be omitted.

[0109] In the example of Figure 12, six pieces of short review information are registered in the list, and up to three pieces of short review information selected from the six pieces of short review information may be displayed in part P406 of the scout screen image G400.

[0110] The fielder's comment information "Pitch x Bat x" is information about the parameters of the scout candidate player character's "dominant hand (right-handed or left-handed)" and "batting style (right-handed, left-handed, or left-handed / right-handed batting)." For example, if the scout candidate player character's dominant hand is right-handed pitching and batting style is left-handed, it will be displayed as "right-handed pitcher, left-handed batting," as in the display example.

[0111] The fielder's review information "Area of ​​Expertise" is information about the ability parameters of the player character of the scout candidate. The "Area of ​​Expertise" review information is selected from the fielder's three abilities (hitting, power, and running) with the highest ability value, and is displayed as "Renowned for...". For example, if the ability with the highest ability value of the player character of the scout candidate is power, it is displayed as "Renowned for his hitting", as in the display example. Note that if there are multiple abilities with the same highest ability value, the priority order applied is, for example, hitting > power > running. Alternatively, one may be selected randomly from multiple abilities with the same value. Alternatively, multiple abilities with the same value may all be displayed in the "Area of ​​Expertise" review information (display example: known for hitting and power).

[0112] The fielder's evaluation information "ability rank" is information about the parameters of the ability rank of the player character who is a scout candidate. One of the three abilities of the fielder (hit, power, running ability) is randomly selected, and the specific ability rank of the ability selected by lottery is displayed. For example, "Power A" is displayed as in the display example.

[0113] The fielder's review information "main defensive aptitude" is information about the parameters of the main position of the scout candidate player character. The review information "main defensive aptitude" displays the defensive aptitude rank of the specific main position. For example, if the main position of the scout candidate player character is "center fielder" and his defensive aptitude is "B rank," it will be displayed as "center fielder aptitude B," as shown in the display example.

[0114] The fielder's review information "Sub-position status" is information about the parameters of the sub-position of the scout candidate player character. If the scout candidate player character has one or more sub-positions, the sub-position with the highest defensive aptitude is selected and displayed as "Can also play...". For example, if the scout candidate player character has sub-positions including "right fielder" and the sub-position with the highest defensive aptitude is "right fielder", it will be displayed as "Can also play right fielder", as shown in the display example. If there are no sub-positions, it will be displayed as "No sub-positions".

[0115] The fielder's comment information "Trajectory" is information about the trajectory parameters of the scout candidate player character. For example, if the trajectory parameters of the scout candidate player character are "Artist," which is a high-angle, high-spin trajectory, then "Artist" is displayed as shown in the display example.

[0116] 13 is a diagram showing an example of pitcher review information table TBL105. The review information table TBL105 is a list of information that can be displayed as review information when the scout candidate is a pitcher player character. Similar to the review information table TBL104, the review information table TBL105 includes fields for "review ID," "review name," "display example," and "description."

[0117] The pitcher's review information "pitched x, hit x" is the same as the fielder's review information "pitched x, hit x" described above.

[0118] The pitcher's evaluation information "Specialties" is information about the ability parameters of the player character of the scout candidate. The evaluation information "Specialties" selects the pitcher's three abilities (power, control, and stamina) with the highest ability value, and displays "Renowned for...". For example, if the ability with the highest ability value of the player character of the scout candidate is "power", it will be displayed as "Renowned for power", as in the display example. Note that if there are multiple abilities with the same highest ability value, the priority order applied is, for example, power > control > stamina. Alternatively, one may be selected randomly from multiple abilities with the same value. Alternatively, multiple abilities with the same value may all be displayed in the evaluation information "Specialties" (display example: known for control and stamina).

[0119] The pitcher's evaluation information "ability rank" is information about the parameters of the ability rank of the player character who is a scout candidate. One of the pitcher's three abilities (power, control, stamina) is randomly selected, and the specific ability rank of the selected ability is displayed. For example, "Stamina A" is displayed as shown in the display example.

[0120] The pitcher's evaluation information "Sub-position status" is information about the parameters of the sub-position of the scout candidate player character. If the scout candidate player character has one or more sub-positions, the sub-position with the highest defensive aptitude is selected and "Can also pitch..." is displayed. For example, if the scout candidate player character has sub-positions that include "relief pitcher" and the sub-position with the highest defensive aptitude is "relief pitcher," "Can also pitch relief pitcher" is displayed. If there are no sub-positions, "No sub-positions" is displayed, as in the example.

[0121] The pitcher's evaluation information "ball speed" is information regarding the pitch type and ball speed parameters of the scout candidate player character. For example, a straight pitch is selected as the pitch type, and information on the pitch speed of that pitch is also displayed. For example, if the pitch speed of the scout candidate player character's "straight" pitch is "161 km / h," it is displayed as "straight 161 km / h" as in the display example. Note that the pitch type selected is not limited to straight pitches. For example, a pitch type randomly selected from all pitches associated with the scout candidate player character and the pitch speed of that pitch may be displayed as the evaluation information "ball speed."

[0122] The pitcher's evaluation information "decisive pitch" is information related to the parameters of the pitch type of the scout candidate player character. The pitch type with the greatest amount of change is selected as the "decisive pitch" from among all pitches associated with the scout candidate player character, and is displayed as "decisive pitch is...". For example, if the pitch type with the greatest amount of change for the scout candidate player character is a "fork", then as in the display example, "decisive pitch is fork" is displayed. Note that if there are multiple pitches with the same value for the greatest amount of change, the pitch with the highest pitch type ranking is displayed. Alternatively, one may be selected randomly from multiple pitches with the same value. Alternatively, multiple pitches with the same value may all be displayed in the "decisive pitch" evaluation information (display example: deciding pitches are a fork and a slider).

[0123] In the example of FIG. 12 or 13, six pieces of brief review information are registered for each scout candidate player character. Meanwhile, the scout candidate display area A401 of the scout screen image G400 is provided with a frame (three-line column) for displaying up to three pieces of brief review information (brief review 1 to brief review 3). Therefore, up to three pieces of brief review information selected from the six pieces of brief review information may be displayed in the part P406 of the scout screen image G400. The following describes which brief review information is selected and displayed from the list of FIG. 12 or 13.

[0124] The following process is performed for each scout candidate player character presented in the scout screen image G400. Three pieces of review information that can be displayed in review 1 to review 3 in the scout candidate display area A401 of FIG. 9 are selected at random (i.e., with equal probability) from the six pieces of review information in FIG. 12 or 13. In this case, review information with the same review ID will not be selected twice. In other words, the same review information will not be displayed twice in the parts P406 of one scout candidate.

[0125] Next, for each of the three pieces of short review information determined above, the information disclosure probability for each of the eye power points in FIG. 11 is applied, and whether or not to disclose the information is determined by lottery. For example, if the eye power points are "2 points," a disclosure probability of "30%" is applied. In this case, for each of the three pieces of short review information, whether or not to display the information on the part P406 is determined by lottery with a probability of 30%.

[0126] In the above example, three pieces of short comment information are randomly selected from six pieces of short comment information for each scout candidate player character, and the information disclosure probability by discerning point in FIG. 11 is applied to each of the selected three pieces of short comment information to determine whether to disclose them by lottery. If there are multiple scout candidates, the same process is executed for each of the three pieces of short comment information. This is not limited to this example, and the following example may also be used. For example, if three scout candidates are presented, there are three people x three slots, for a maximum of nine short comment information disclosure slots. Therefore, first, the number of slots to disclose out of the maximum nine slots is determined by lottery using the information disclosure probability by discerning point in FIG. 11. For example, if the discerning point is "2 points," a "30%" disclosure probability is applied. Therefore, nine lotteries are held with a 30% probability, and the number of times the lottery is won is determined as the total number of slots to disclose. The following explanation will continue assuming that the total number of disclosure slots is determined to be four through this lottery. In this case, four slots are randomly allocated to three scout candidates. For example, a lottery is conducted to determine which of the three scout candidates each receives a slot with equal probability, and this lottery is repeated four times. As a result, the number of slots disclosed to each scout candidate may vary, such as one slot being allocated to "Player 1," three slots being allocated to "Player 2," and zero slots being allocated to "Player 3." The review information to be displayed in each allocated slot is then randomly selected from the six review information shown in FIG. 12 or 13. In this case, it is preferable to prevent duplicate review information with the same review ID from being displayed in the part P406 of a single scout candidate. In this example, for example, the upper limit of "3" for the number of slots per scout candidate may be abolished, allowing four or more review information slots to be displayed for each scout candidate.

[0127] In the example of the scout screen image G400 in FIG. 9, for the scout candidate "Player 1," the player character's rank, main position, and one of three pieces of brief information are disclosed. On the other hand, the number of years available for contract and two of the three pieces of brief information for the scout candidate "Player 1" are not disclosed. In this case, "? years" is displayed in part P405, which displays the information on the number of years available for contract, and "???" is displayed in each of the two display frames in part P406, which displays the three pieces of brief information. In other words, the screen is displayed so that the information on the undisclosed parameters is visible and hidden.

[0128] In addition, in the case of scout candidate "Player 2" in Figure 9, the player character's main position and two of the three pieces of brief information are disclosed. On the other hand, one of the three pieces of scout candidate "Player 2"'s rank, available contract years, and brief information is not disclosed. In this example, part P404, which displays rank information, displays "?", part P405, which displays available contract years information, displays "? years," and one of the display frames in part P406, which displays the three pieces of brief information, displays "???."

[0129] In addition, in the case of scout candidate "Player 3" in Figure 9, the player character's rank, main position, and contractable years are disclosed. On the other hand, none of the three pieces of short review information for scout candidate "Player 3" are disclosed. In this example, "???" is displayed in each of the three display frames in part P406 that display the three pieces of short review information.

[0130] (Player deduction part) Next, the player inference part of the event mode will be described. By executing the scouting process described above, the scout screen image G400 displays player characters of multiple scout candidates, but only fragmentary information regarding some of the parameters associated with the player characters is disclosed. Therefore, the user selects the scout candidate they wish to acquire by inferring which player character corresponds to which professional baseball player, which scout candidate is a strong player, and so on. Each scout candidate display area A401 of the scout screen image G400 in FIG. 9 displays a part P407 for the user to select the scout candidate they wish to acquire. This part P407 is, for example, a check box.

[0131] The scout screen image G400 in Figure 9 includes part P408. This part P408 indicates the number of people who can be scouted. In the example of Figure 9, part P408 displays "Number of people who can be scouted 1 / 2." Here, the upper limit of the number of people who can be scouted is the denominator, and the number of people currently selected by checking the boxes is the numerator. "Number of people who can be scouted 1 / 2" indicates that up to two scout candidates can be selected, and that only one person is currently selected. In the example of Figure 9, the scout candidate "Player 2" is selected. On the scout screen image G400, multiple people can be selected at the same time, up to the upper limit of the number of people who can be scouted.

[0132] Scout screen image G400 in Fig. 9 includes part P409. This part P409 is a button image for executing scout. When part P409 is touched, the screen transitions to a replacement target list screen G500, an example of which is shown in Fig. 14.

[0133] The replacement target list screen G500 of Fig. 14 includes an area A501. This area A501 displays information about the player character of the scout candidate selected in the scout screen image G400 of Fig. 9. At this stage, similar to the scout candidate display area A401 of Fig. 9, area A501 only displays fragmentary information about some of the parameters of the scout candidate, and the parameter information of the scout candidate is partially masked. Parts P502 to P506 of area A501 of Fig. 14 are similar to parts P402 to P406 of the scout candidate display area A401 of Fig. 9, and therefore a description thereof will be omitted.

[0134] The replacement target list screen G500 also includes a replacement target display area A507 that displays information on multiple replacement target player characters. The replacement target player characters are the 24 members of the user team. If there is more information on replacement target player characters than can be displayed on the replacement target list screen G500, the user can scroll the screen to display information on the replacement target player characters that was not displayed.

[0135] Parts P508 to P514 are displayed in the replacement target display area A507. Part P508 shows the image (icon), rank, and name of the player character. Part P509 shows the main position. Part P510 shows the position in the lineup. Part P511 shows the remaining years of the contract. Parts P512 to P514 show the ability values ​​and rank of the fielder's three abilities (hit, power, running ability). In the case of a pitcher character, parts P512 to P514 show the ability values ​​and rank of the pitcher's three abilities (power, control, stamina).

[0136] Here, the contract year parameter is decremented after the end of the November match, so in the scout event that occurs after the end of the November match, the user team may include a player character with a contract year of "0." Therefore, the replacement target list screen G500 may display a replacement target player character with a remaining contract year of "0" for part P511.

[0137] The replacement target list screen G500 also includes a part P515. The part P515 is a part for changing the display order of multiple replacement target player characters displayed in a list. When the user performs an operation to point to the part P515, a screen for changing the order is displayed, and the user can specify the order. In the example of FIG. 14, "power order," which displays the players in descending order of their power ability value, is specified. Other possible orders include order by ability value such as batting ability, order by level, order by remaining contract years, order by position, etc.

[0138] On the replacement target list screen G500, the user considers which player character they would like to replace with the scout candidate from among the multiple replacement targets displayed in the list, and performs a selection operation such as touching with a finger the replacement target display area A507 in which the player character they would like to replace is displayed. This operation transitions to the player replacement confirmation screen G600 shown in FIG. 15 (or the player replacement confirmation screen G600 is displayed as a pop-up).

[0139] The player replacement confirmation screen G600 includes parts P601 to P604. Part P601 shows information about the player character to be replaced that the user selected on the replacement target list screen G500. Part P602 shows information about the scout candidate player character to be replaced with the replacement target player character displayed in part P601. Even at this stage, only fragmentary information about some of the parameters of the scout candidate is disclosed. Part P603 is a part for granting the scout candidate player character to the user and executing the process of replacing that player character with the replacement target player character displayed in part P601. Part P604 is a cancel button. If part P604 is operated instead of part P603, the above replacement process is not executed, and the screen returns to the replacement target list screen G500 of FIG. 14.

[0140] When the user performs an operation such as touching part P603 with a finger, a scout candidate player character is associated with the user's user ID as a character acquired by the user. The acquired scout candidate player character then joins the user's team as a member in place of the player character to be replaced, which is displayed in part P601. In other words, the player character to be replaced is removed from the user's team. For example, when part P603 is operated, a player character acquisition effect occurs, and the screen display changes from a silhouette image to an image of the player character, along with the player character's rank, player name, etc., so that it becomes clear for the first time which player has been acquired. After acquiring a player character, all of the player's parameters can be confirmed on the player confirmation screen.

[0141] After that, if there are still scout candidates to acquire, that is, if the number of scouts available is two or more and multiple scout candidates have been selected by checking them on the scout screen image G400 of Fig. 9, the screen transitions to the replacement candidate list screen G500 of Fig. 14. Then, the above-mentioned replacement process is performed on another scout candidate to acquire.

[0142] (Order reinforcement part) Next, the order strengthening part of the event mode will be explained. The scout candidate player characters acquired through the user's inference in the player inference part described above will only become clear what kind of player they are after they are acquired. Since the acquired player characters are added to the user's team, the team can basically be strengthened by inferring and acquiring strong (high level and ability) player characters. In addition, the team can be strengthened by organizing the order, taking into account the parameters of the player characters revealed after acquisition through scouting and the parameters of existing members on the team. That is, on the team setting screen G200 shown in FIG. 7, the user can swap the positions of members on the team and change the batting order.

[0143] However, simply acquiring only strong player characters will not effectively strengthen the team. This is because a baseball team is limited to placing one player character in each position (defensive position), so simply selectively acquiring only strong players will not strengthen the lineup if the positions overlap. In order to improve the overall ability and evaluation of the user's team (total team strength, team rank, etc.), it is necessary to consider what positions and abilities players need to be acquired and select player characters to acquire through scouting while making inferences. Therefore, selecting scout candidates in the player inference part can also be considered part of the lineup strengthening part.

[0144] Furthermore, a parameter for the length of a contract is set for each member of the user's team, including player characters acquired through scouting, and members whose remaining contract years reach 0 will leave the team. Therefore, in order to strengthen the team with an eye to the future, it is necessary to comprehensively consider the length of the contract (number of years available for contract) of the player characters acquired through scouting and the length of the contracts (number of years remaining for contracts) of the existing members of the team, and consider which scout candidates to select and acquire.

[0145] In the above example, a scout candidate player character acquired by a user replaces an existing member of the user's team, the replaced existing member is deleted, and the number of team members remains unchanged at 24. This is not limited to this example, and the following example may also be used. For example, even if a user acquires a scout candidate player character, the existing members of the user's team are not deleted, and the acquired player character is simply added to the user's team. In this case, when a user acquires a player character, the number of team members increases, but only a predetermined number of player characters (e.g., 24) included in the order can be used in a match. Therefore, the user considers whether to incorporate the player character acquired through scouting into the order, and strengthens the order by incorporating the acquired player character into the order as necessary. In this case, the team overall strength value is calculated based on the overall strength parameters of some of the player characters in the user's team (only the player characters in the order).

[0146] (In-game events such as contract renewals) As mentioned above, all player characters used in the event mode have a parameter called contract years. The contract years range from one to five years. The contract years of each player character are decremented by one at certain times, and when they reach "0," they leave the team and are removed from the user's team. In this embodiment, the contract years of each player character are decremented by "1" at the end of each fall season (the end of November games). Therefore, a player character whose contract years reaches zero may appear in November (after the end of November games). When a player character whose contract years reaches zero appears, an in-game event called "contract renewal" occurs. In the contract renewal event, the user can retain (retain on the user's team) only one of the player characters whose contract years reach "0." Furthermore, after the end of November games, following the contract renewal event, in-game events called "player leaving the team" and "player joining" may occur.

[0147] Fig. 16 is a diagram showing an example of a contract renewal screen G700 displayed on the display unit 20. The contract renewal screen G700 displays, as retention candidates, a list of player characters from the user team whose contract years have reached 0 after the end of the November match. Fig. 16 shows an example in which two retention candidate display areas A701 are provided and information about the two retention candidate player characters is displayed.

[0148] In addition, if there is information about a player character who is a candidate for retention that cannot be displayed on the contract renewal screen G700 of Figure 16, the user can scroll the screen to display the retention candidate display area A701 that was not displayed.

[0149] Parts P702 to P708 are displayed in the retention candidate display area A701. Part P702 shows the image (icon) and name of the player character. Part 703 shows the rank of the player character. Part P704 shows the level. Part P705 shows the main position. Parts P706 to P708 show the ability values ​​and rank of the three abilities of a fielder (hit, power, and running). In addition, in the case of a pitcher character, parts 706 to 708 show the ability values ​​and rank of the three abilities of a pitcher (power, control, and stamina). Note that the user may be able to confirm information on parameters not displayed in the retention candidate display area A701 by performing a predetermined operation. For example, tapping part P702 may transition to another screen (or open a pop-up screen) where all parameters of the retention candidate player character can be confirmed.

[0150] Furthermore, a part P709 is displayed in each retention candidate display area A701. The part P709 is a part for executing retention processing on the retention candidate player character displayed in the retention candidate display area A701. The user selects one player they wish to retain from the retention candidates displayed on the contract renewal screen G700, and performs an operation such as touching the part P709 marked "Retain this player" with their finger. As a result, the selected retention candidate player character remains owned by the user, and remains a member of the user team. Furthermore, the contract length parameter of the retained player character is updated to one of 1 to 5 years, determined by random lottery. Note that the contract length to be updated is not limited to this.

[0151] The number of player characters that a user can retain is not limited to one, but may be two or more. Furthermore, for example, the maximum number of players that can be retained may be changed within a predetermined range (for example, one to three players) based on probability (for example, randomly). Alternatively, for example, the maximum number of players that can be retained may be changed based on the results of games played up until the contract renewal event (for example, based on the accumulated eye power points for the season).

[0152] The contract renewal screen G700 also includes a part P710. The part P710 is a part that ends the contract renewal event without retaining any of the player characters that are candidates for retention. If there are no attractive player characters among the candidates for retention, there is also the option of not retaining anyone. Because a player joining event, which will be described later, may result in the joining of an alternative player that is more attractive than the candidates for retention, the user is also given the option of deliberately not retaining anyone.

[0153] In the aforementioned contract renewal event, if there are any player characters who are candidates for retention (i.e., contract years "0") that were not selected by the user, a player departure event will then occur. In this player departure event, player characters in the user team with contract years "0" are deleted from the user team and leave the team. Then, a list of player characters with contract years "0" is displayed on the screen, and the user is notified of their departure.

[0154] When a member of the user team leaves the team and the number of players on the user team falls below the 24 required for the order configuration, a player joining event occurs. In the player joining event, a B-rank replacement player character joins the user team according to the position of the player character who left the team.

[0155] For example, if a player character whose main position is first baseman leaves the team, a player character randomly selected from among player characters whose main position is first baseman and who are ranked B will join the user's team as a replacement player (associated with the user ID). This process is repeated the number of times that the number of players who have left the team is repeated. The player characters who have joined are then listed on the screen, and the user is notified that a new player has joined to replace the player whose contract has expired.

[0156] Note that the replacement player character joining in the player joining event is not limited to B rank, and may be of another rank. Also, instead of a replacement player joining for the same position as the player character who left the team, a replacement player may be drawn by lottery for all positions, for example. Alternatively, if a fielder player character leaves the team, a replacement player may be drawn by lottery for all fielder positions, and if a pitcher player character leaves the team, a replacement player may be drawn by lottery for all pitcher positions.

[0157] In addition, in a game specification in which when a user acquires a player character through scouting, existing members of the user team are not deleted and the acquired player character is simply added to the user team, even if a member of the user team leaves the team in a player departure event, the number of players on the user team may not fall below a predetermined number (e.g., 24) required for order composition. In this case, a player joining event may not occur, or may occur. Alternatively, a player joining event may occur only when the number of players on the user team falls below the predetermined number required for order composition, and new player characters may join the user team until the number of players on the user team reaches the predetermined number.

[0158] [3. Functional configuration of the game system] Fig. 17 is a schematic functional block diagram showing an example of the functional configuration of the game system 1. As shown in Fig. 17, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a ROM 12, a RAM 13, an auxiliary storage device 14, a ROM 32, a RAM 33, and an auxiliary storage device 34. The data storage unit 100 stores data necessary to provide a game.

[0159] As a specific example of data stored in the data storage unit 100, the data necessary to provide the baseball game described above will be described. The data storage unit 100 stores a user information table TBL101, a character information table TBL102, an owned character table TBL103, short review information tables TBL104 and TBL105, and user team data DT106. Note that the short review information tables TBL104 and TBL105 (see FIGS. 12 and 13) have already been described, and therefore will not be described here.

[0160] For example, various data for executing a game stored in data storage unit 100 may be stored in database DB or auxiliary storage device 34 of server 30, and when game terminal 10 accesses server 30, the necessary data may be downloaded to RAM 13 or auxiliary storage device 14 of game terminal 10. Information regarding the results of a game executed on game terminal 10 or changes to the data may be transmitted from game terminal 10 to server 30 in real time or at a predetermined timing, and the data stored in database DB or auxiliary storage device 34 of server 30 may be updated as appropriate. Furthermore, necessary data may be stored in auxiliary storage device 14 of game terminal 10 so that at least a part of the game can be executed offline on each user's game terminal 10 without logging in to server 30.

[0161] Fig. 18 shows an example of the user information table TBL101. The example in Fig. 18 shows the user information table TBL101 in which information for one user with the user ID "U1" is stored, but the user information table TBL101 for all users registered in the game system 1 is stored in the data storage unit 100 of the game system 1 (for example, the database DB or the auxiliary storage device 34).

[0162] User information table TBL101 includes fields such as "User ID," "User Name," "Favorite Team," "Game Level," and "Reward." The "User ID" field indicates identification information for uniquely identifying each user. The "User Name" field indicates the user's name. The "Favorite Team" field indicates the user's favorite team (e.g., one of the 12 Nippon Professional Baseball teams) selected by the user. The "Game Level" field indicates the user's game level. The game level is information that evaluates the user's level of operation skill in a baseball game. The "Reward" field indicates the reward (various points, items, etc.) that the user has earned.

[0163] In this embodiment, the teams used in the normal battle mode and the teams used in the event mode are managed independently. Therefore, the user information table TBL101 has fields related to the normal battle mode and fields related to the event mode. The fields related to the normal battle mode include fields such as "team rank" and "team overall strength." The fields related to the event mode include fields such as "current year and month," "team rank," "team overall strength," "eye power points," "total order points," and "cumulative team management points."

[0164] 18, other fields are also included in the user information table TBL101. For example, the user information table TBL101 includes fields for various in-game points and game items owned by the user, the user IDs of other users (comrades, friends, etc.) associated with the user's user ID, battle history, etc.

[0165] FIG. 19 shows an example of the character information table TBL102. The character information table TBL102 is master data for managing all player characters used in the game provided by the game system 1. The character information table TBL102 stores initial data of all player characters as original parameters. For example, the character information table TBL102 is stored and managed in the respective storage devices (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.) of the server 30 and the game terminal 10. The character information tables TBL102 stored in the server 30 and the game terminal 10 are basically the same. For example, when the game management side changes the character information table TBL102 in the server 30, the changed information is distributed from the server 30 to the game terminal 10 via the network N. The character information table TBL102 includes fields such as "character ID," "name," "rank," "position information," "ability information," and "contract years."

[0166] The "character ID" field indicates identification information for uniquely identifying a player character. The "name" field indicates the name of the player character. In this embodiment, a player character modeled after an actual baseball player is set with the name of that actual baseball player. The "rank" field indicates the rank of the player character. The "position information" field indicates the position parameters of the player character. The position parameters include information on the main position and sub-position. The "ability information" field indicates the ability parameters of the player character. The ability parameters include an overall ability value, three fielder abilities (hit, power, running), trajectory, three pitcher abilities (power, control, stamina), pitch type, pitch speed, ball movement, special ability, defensive aptitude ability value, defensive aptitude rank, etc.

[0167] 19, other fields are also included in the character information table TBL102. For example, the character information table TBL102 includes fields such as the player character's level, upper limit level, cost, and training level.

[0168] FIG. 20 shows an example of the owned character table TBL103. The owned character table TBL103 is data showing a list of player characters owned by the user. The owned character table TBL103 includes a field for managing player characters owned by the user that can be used in normal battle mode, and a field for managing player characters owned by the user that can be used in event mode. As mentioned above, the user's team and the player characters belonging to the team used in event mode can only be used in event mode, and will no longer be owned by the user when the event mode period ends. In this respect, they differ from player characters that can be used in the permanent normal battle mode.

[0169] The owned character table TBL103 includes fields for "serial number," "character ID," "original parameters," and "current parameters." The "serial number" field indicates a serial number for uniquely identifying a player character owned by the user. If a user owns multiple identical player characters, these player characters will have the same player character ID but different serial numbers. The "original parameters" field indicates the initial values ​​of the player character's parameters. Note that the "original parameters" field can be omitted since it is sufficient to refer to the character information table TBL102. The "current parameters" field indicates the current values ​​of the player character's parameters.

[0170] FIG. 21 shows an example of the user team data DT106. The user team data DT106 is order data for the user team set by the user to be used in the event mode. Although not shown here, the data for the user team used in the normal battle mode is also stored in the data storage unit 100 and managed by the game system 1. The order data for the normal battle mode or the event mode is not limited to one, and may be two or more. For example, it may be possible to use different team orders for CPU battles (computer battles) and real-time battles.

[0171] 21, the user team data DT106 is stored for each user (associated with a user ID). The user team data DT106 indicates pitcher members (starting pitcher members, relief pitcher members, closer pitcher members, and bench members) and fielder members (starting members and bench members) of player characters owned by the user in the event mode. The user team data DT106 also includes information on positions within the team and batting order information that are set based on the user's operation (or automatically set by the game system 1).

[0172] The game system 1, server 30 or game terminal 10 of this embodiment provides a game in which an object selected by the user from among a plurality of selectable objects is used.

[0173] Here, a "user" refers to, for example, a person who plays a game provided by a game system. For example, user identification information is set for each user, and each user is identified (specified) by the user identification information. "User identification information" is information for uniquely identifying each user. For example, a user ID, a unique user name, or an email address is an example of "user identification information."

[0174] An "object" is something that can be used in a game. For example, a game character, a game card, or a game item is an example of an "object." For example, a game character or a game card representing a person such as an athlete, a living thing such as a racehorse, a fictional character or living thing such as a monster, or an inanimate object such as a robot is an example of an "object." Also, an equipment item equipped to a character is an example of an "object." For example, an "object" may be a game character or a game card corresponding to a real person or living thing, or it may not correspond to a real person. "Objects" can be used in a variety of games regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), racing games, fighting games, combat games, digital card games, role-playing games, simulation games, adventure games, or training games. In the baseball game example mentioned above, the player character is an example of an "object."

[0175] Furthermore, a "selectable object" is an object that can be selected based on the user's will. For example, each of a plurality of objects displayed on a screen that can be selected by a user's operation corresponds to an example of a "selectable object." For example, when a plurality of selectable objects are displayed on a touch panel equipped with a touch interface, the user may select the selectable object by a touch operation. Furthermore, for example, the user may select the selectable object by various input operations such as button operation, cursor operation using a pointing device, or voice input operation. In the baseball game example described above, each of a plurality of scout candidate player characters displayed on the display unit 20 corresponds to an example of a "selectable object."

[0176] The aforementioned baseball game, in which a player character selected by the user from among a plurality of scout candidate player characters is used in a match, is an example of a "game in which an object selected by the user from among a plurality of selectable objects is used."

[0177] 17, the game system 1 includes a control unit 110. The control unit 110 is realized by CPU 11 of the game terminal 10 or CPU 31 of the server 30 executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.). Some of the functions of the control unit 110 may be realized by the game terminal 10, and the remaining functions may be realized by the server 30. Alternatively, all of the functions of the control unit 110 may be realized by the server 30, or all of the functions of the control unit 110 may be realized by the game terminal 10.

[0178] The control unit 110 includes a presentation unit 1101 (an example of a presentation means) and an acquisition unit 1102 (an example of an acquisition means).

[0179] The presentation unit 1101 has a function of presenting a plurality of objects to be selected.

[0180] Here, "presenting a selection target object" means presenting at least some information about the selection target object to the user so that the user can recognize it. For example, displaying at least some information about the selection target object on a screen is an example of "presenting a selection target object." In addition to displaying on a screen, presenting at least some information about the selection target object to the user by voice is also an example of "presenting a selection target object." A combination of a screen display and voice presentation may be used. Furthermore, with regard to the image of the selection target object being presented, the image may be displayed, only a portion of the image may be displayed, the image may be displayed as a silhouette, a temporary image different from the actual image may be displayed, or no image may be displayed. Furthermore, with regard to the name of the selection target object, the name may be displayed, only a portion of the name may be displayed, the initials of the name may be displayed, a temporary name different from the actual name may be displayed, or no name may be displayed.

[0181] In the example of the baseball game mentioned above, by displaying the scout screen image G400 shown in Figure 9 on the display unit 20, the user can view information about multiple scout candidate player characters, which is an example of "presenting multiple objects to be selected."

[0182] In cases where the image or name of a selection target object reveals or gives an idea of ​​the object's parameters, such as its abilities, it is desirable to conceal the actual image or name. In the baseball game example described above, player characters corresponding to real professional baseball players are used, and when the image and name of a scout candidate player character are displayed on the screen, it is possible to guess who the scout candidate is and what parameters they possess. Therefore, in the baseball game described above, an example is shown in which a silhouette image and a temporary player name are displayed on the screen so that the image and name of the scout candidate player character are not revealed.

[0183] The acquisition unit 1102 has a function of associating a selection object selected by the user from the plurality of selection objects presented by the presentation means with the user identification information of the user as an object acquired by the user.

[0184] Here, an "object acquired by a user" refers to an object that is owned by the user in the game and is associated with the user's user identification information. An "object acquired by a user" may be, for example, an object that the user can use in the game. Alternatively, an "object acquired by a user" may be, for example, an object that the user owns as a collection without using it in the game.

[0185] In the baseball game described above, an example was given in which a scout candidate player character selected by the user from among multiple scout candidate player characters displayed on the screen is associated with the user's user ID as a player character acquired by the user.

[0186] In addition, when presenting the object to be selected, the presentation unit 1101 has a function of disclosing information only about some of the multiple parameters associated with the object to be selected so that not all of the multiple parameters associated with the object to be selected are known.

[0187] Here, "parameters associated with an object" refer to parameters set for the object. "Parameters associated with an object" may or may not be numerical parameters. For example, a parameter indicating the overall ability or performance of an object (e.g., overall ability value, rank, level, etc.) is an example of a "parameter associated with an object." For example, a parameter indicating the role set for an object (e.g., position in a sports game, etc.) is an example of a "parameter associated with an object." For example, a parameter indicating the expiration date or number of times an object can be used is an example of a "parameter associated with an object." For example, a parameter indicating the level of a specific ability or performance of an object (e.g., offensive power, defensive power, etc.) is an example of a "parameter associated with an object." For example, a parameter required to improve the ability or performance of an object (e.g., experience points, etc.) is an example of a "parameter associated with an object." For example, a parameter indicating the quality of an object's condition (e.g., fatigue level, motivation, etc.) is an example of a "parameter associated with an object." For example, a rarity indicating the rarity of an object is an example of a "parameter associated with an object." Furthermore, for example, information about special abilities possessed by an object corresponds to an example of “parameters associated with an object.” Furthermore, for example, information about the object's body shape and shape (image, height, weight, size of parts such as feet and hands, etc.), gender information, etc. may also be included in “parameters associated with an object.”

[0188] Furthermore, the "plurality of parameters associated with the object to be selected" may be all of the parameters associated with the object, or may be two or more partial parameters out of all of the parameters.

[0189] For example, the "multiple parameters associated with a selection target object" may be disclosed parameters that may be disclosed to a user. Here, the "disclosed parameters" refer to parameters that may be disclosed to a user among all parameters associated with a selection target object when the selection target object is presented. The "disclosed parameters" may include parameters that are always disclosed and parameters that may or may not be disclosed. For example, a fielder character in a baseball game is associated with parameters such as "image," "name," "team," "rank," "available contract years," "ability scores (hitting, power, running speed, etc.)," ​​"trajectory," "position," "dominant hand (right-handed or left-handed)," and "batting style (right-handed, left-handed, or both-handed)." If only the "rank," "available contract years," "ability scores," "trajectory," "position," "dominant hand," and "batting style" among these parameters are disclosed when the selection target object is presented, the "rank," "available contract years," "ability scores," "trajectory," "position," "dominant hand," and "batting style" are examples of "disclosed parameters." In this example, although "image," "name," and "team" are parameters associated with the object to be selected, they are not included in the "parameters to be disclosed."

[0190] Furthermore, "making all of the multiple parameters associated with the object to be selected unknown" means making it so that the user can recognize some of the multiple parameters associated with the object to be selected, but cannot recognize all of them. For example, only information related to some of the multiple parameters associated with the object to be selected is displayed on the screen, and the other parameters are not directly known to the user, so that the user is forced to guess some of the information about the object to be selected, which is an example of "making all of the multiple parameters associated with the object to be selected unknown."

[0191] Furthermore, for example, displaying information on only some of the parameters associated with the object to be selected on the screen, while not displaying information on the other parameters, and making the information on the parameters that are not displayed inaccessible to the user, is an example of "preventing all of the parameters associated with the object to be selected from being made known." On the other hand, for example, if only information on some of the parameters of the character to be selected is displayed on the screen, while information on the other parameters is not displayed on the screen, but if the user performs a predetermined operation, the parameters that are not displayed on the screen can be viewed on a screen other than the screen, this does not fall under "preventing all of the parameters associated with the object to be selected from being made known." Examples of a screen that can be viewed on a screen that is displayed by scrolling, another screen, a pop-up screen, or the like.

[0192] Furthermore, "disclose" refers to presenting information openly so that the user can recognize it. For example, displaying information openly on a screen so that the user can recognize it is an example of "disclose." Also, transmitting information openly by voice from a speaker so that the user can recognize it is an example of "disclose."

[0193] Furthermore, "information about a portion of a plurality of parameters" refers to information about a portion of the plurality of parameters. Here, "information about a parameter" can be, for example, information indicating the parameter itself. For example, if the rank of an object is "Rank A," the specific information "Rank A" is an example of "information about a parameter." Furthermore, "information about a parameter" can be, for example, information indicating a portion of the parameter. For example, if the value of a parameter such as ability is three digits (e.g., "255"), information in which only the third digit is displayed and the last two digits are hidden (e.g., "2??") is an example of "information about a parameter." Furthermore, "information about a parameter" can be, for example, information that explains the parameter. For example, if the highest value of a fielder character's ability is batting, power, and running ability, information describing the ability parameter in the form of a short comment such as "well-known for his batting" is an example of "information about a parameter."

[0194] Furthermore, "disclosing only information regarding a portion of the plurality of parameters" means not displaying information regarding all of the plurality of parameters in a manner that allows the user to recognize it, but displaying only a portion of the information regarding the plurality of parameters without hiding it so that the user can recognize it. Which of the plurality of parameters are to be disclosed may be determined in advance, or may be determined by lottery based on probability. Even when the parameters to be disclosed are determined in advance, the parameters to be disclosed may be changed, for example, by rotation, each time a selection object is presented.

[0195] In the baseball game described above, when a player character of a scout candidate is presented on the screen, an example is shown in which only information on a portion of the plurality of parameters is disclosed, as in the scout screen image G400 of Fig. 9. That is, in the example of Fig. 9, information on only a portion of the plurality of parameters to be disclosed is disclosed so that not all of the plurality of parameters to be disclosed associated with the player character of the scout candidate ("rank," "contract length," "ability (contact, power, running speed, trajectory, power, control, stamina, pitch type, pitch speed, etc.) which are parameters that can be displayed in the short evaluation information, position (main and sub positions), dominant hand (right-handed or left-handed thrower), batting style (right-handed, left-handed, or both-handed hitter)") is revealed.

[0196] Furthermore, the plurality of parameters associated with the object to be selected may be parameters that affect the results of the game.

[0197] Here, "game execution results" refers to the results of a game executed based on the parameters of an object. For example, in the case of a competitive game, win / loss and score / loss are examples of "game execution results." In the case of a baseball game, the batting, fielding, base running or pitching results (hits, outs, errors, stolen bases, strikeouts, etc.) of a player character, win / loss or score / loss of a team are examples of "game execution results." Furthermore, in the case of a game where success / failure is determined, success or failure is an example of "game execution results."

[0198] Furthermore, "parameters that affect the game outcome" refer to parameters associated with the object to be selected that can change the game outcome. For example, in a competitive game, an object's ability parameters, which affect the outcome of the game, such as winning or losing, or the number of runs scored or conceded, are examples of "parameters that affect the game outcome." In the baseball game example mentioned above, parameters such as the player character's "rank," "ability," and "position" are parameters that affect the game outcome (e.g., hit, out, error, stolen base, strikeout, etc.). Furthermore, the player character's "dominant hand (right-handed or left-handed)" and "batting style (right-handed, left-handed, or both)" are also "parameters that affect the game outcome" if they affect the game outcome by determining the compatibility between the batter and pitcher (e.g., right-handed pitchers tend to be strong against right-handed batters). Furthermore, the "contract length" parameter is an example of a "parameter that affects the game outcome" because it affects the results of the player character's contract renewal and player departure.

[0199] On the other hand, if the "image" or "name" of an object is not an element that particularly affects the outcome of the game (for example, if it is not related to the outcome of a competitive game), it is excluded from the "parameters that affect the outcome of the game."

[0200] Furthermore, the presentation unit 1101 has a function of displaying on the screen, when presenting the object to be selected, information on undisclosed parameters that is hidden so that it can be visually recognized.

[0201] Here, "information about parameters that were not disclosed" refers to information about at least one parameter that is included in the multiple parameters associated with the object to be selected, but that was not disclosed because only information about a portion of the multiple parameters was disclosed.

[0202] Furthermore, "displaying on the screen so that the information about the undisclosed parameters can be visibly hidden" means displaying on the screen so that the user can see that the information about the undisclosed parameters has been intentionally hidden.

[0203] For example, a display field (display area) for information about undisclosed parameters is displayed on the screen, but displaying a symbol such as "?" in the display field to indicate to the user that the information is hidden is an example of "displaying on the screen so that the information about the undisclosed parameters is visibly hidden." Alternatively, a message such as "This information has been masked" (a message indicating that the information is hidden) may be displayed in the display field. Alternatively, the display field may be displayed on the screen but blank, or may be filled with a predetermined color (e.g., gray). This is because, typically, if a display field exists but no information is displayed, the user will recognize that the information that should be displayed in the display field is hidden.

[0204] In the example of the baseball game mentioned above, as shown in the scout screen image G400 in Figure 9, the column displaying the rank for which information has not been disclosed displays "?", the column displaying the number of years available for contract displays "? years", and the column displaying the short review information displays "???", so that the user can see that the information is being intentionally hidden.

[0205] Furthermore, the information relating to some of the parameters associated with the object to be selected may include one or more pieces of disclosure / non-disclosure change information for which the presence or absence of disclosure is determined based on a probability.

[0206] Here, "disclosure / non-disclosure change information" refers to information relating to some of the parameters associated with the object to be selected, and information for which disclosure or non-disclosure is determined based on probability. For example, when the object to be selected is presented, "disclosure / non-disclosure change information" that has been selected based on a lottery is displayed on the screen, while "disclosure / non-disclosure change information" that has not been selected is hidden and not displayed.

[0207] The probability for determining whether or not to disclose the disclosure / non-disclosure change information may be fixed, or may not be fixed. For example, the probability may be changed each time a selection object is presented. As an example, a probability randomly selected within a predetermined range (for example, a range of 10% to 100%) may be applied each time a selection object is presented. Furthermore, for example, the probability may be changed depending on the results of a game.

[0208] In the example of the baseball game mentioned above, the rank, contract length, and review information (review 1 to review 3) of parts P404 to P406 in the scout screen image G400 in Figure 9 may or may not be disclosed based on a probability, so each piece of information is an example of "one or more pieces of disclosure / non-disclosure variable information for which the decision on whether to disclose or not is based on a probability."

[0209] In addition, the presentation unit 1101 has the function of determining whether or not to disclose the disclosure / non-disclosure change information based on the probability determined based on the results of the game executed before presenting the object to be selected.

[0210] Here, "before an object to be selected is presented" may be any timing or period up until the object to be selected is presented.

[0211] Furthermore, the "execution result of the game executed before the object to be selected is presented" may be the result of the game executed at any timing or period up until the object to be selected is presented.

[0212] As an example, a game will be described in which virtual time in the game progresses with each baseball game, a season ends every three games, and multiple selectable player characters are presented at a predetermined timing after each season ends. For example, the execution result of at least one of three games played in the season immediately before the selection objects are presented corresponds to an example of the "execution result of the game executed before the selection objects are presented." In this case, for example, it may be the execution results of all three games in the target season, the execution results of any one (or two) of the three games, or the execution result of the game that achieved the best (or worst) result among the three games. Furthermore, for example, it may include execution results of games played not only in the season immediately before the selection objects are presented, but also in previous seasons. It may also be the result of a specific at-bat (or multiple at-bats) in a game during the target season.

[0213] Furthermore, the "game execution results" may be, for example, game elements (points or items, etc.) that can be acquired depending on the game execution results, wins or losses, points gained or lost, success, failure, number of wins, number of losses, whether or not the goal was achieved, etc.

[0214] Furthermore, the "probability determined based on the game execution result" may be a probability obtained by calculating a formula or the like based on values ​​corresponding to the game execution result (number of wins, number of points acquired, number of items, etc.). Furthermore, the "probability determined based on the game execution result" may be a probability determined based on relationship information (such as a lookup table) that defines the correspondence between the game execution result (the number of wins, number of points acquired, number of items, etc.) and probability.

[0215] For example, the probability that information will be disclosed can be increased as the number of points acquired based on the game results increases. Also, for example, if the points acquired based on the game results are negative points (e.g., points based on the number of errors or losses), the probability that information will be disclosed can be decreased as the number of points acquired increases.

[0216] In the baseball game described above, activity points are accumulated according to the performance of a player character during a game, and a user is awarded attention points according to the cumulative activity points during a game. In this example, the attention points acquired by the user through the execution of a game are an example of a "game execution result." An example is shown in which the disclosure probability is determined based on the attention points acquired in one season (three games) before the scout candidate player character is presented (see FIG. 11). In this example, the attention points acquired in one season (three games) before the scout candidate is presented is an example of a "game execution result executed before the selection object is presented." Furthermore, the disclosure probability determined based on the attention points with reference to the data table of information disclosure probabilities by attention point, as illustrated in FIG. 11, is an example of a "probability determined based on the game execution result." In the baseball game described above, an example is shown in which it is determined whether or not to disclose rank, contract length, and summary information (reviews 1 to 3), which are examples of disclosure / non-disclosure change information, based on the disclosure probability determined based on the attention points.

[0217] In addition, when the presentation unit 1101 discloses the disclosure / non-disclosure change information, and if there are multiple pieces of information that can be disclosed as the disclosure / non-disclosure change information, it may disclose at least one piece of information randomly selected from the multiple pieces of information that can be disclosed.

[0218] For example, information that can be randomly selected and disclosed from a plurality of pieces of information that can be disclosed as disclosure / non-disclosure change information may first be identified, and then whether or not to disclose the identified information may be determined by a lottery based on probability. Alternatively, whether or not to disclose disclosure / non-disclosure change information may first be determined by a lottery based on probability, and then information to be disclosed may be randomly selected and identified from a plurality of pieces of information that can be disclosed as disclosure / non-disclosure change information.

[0219] In the baseball game described above, an example was shown in which six pieces of information that can be disclosed are prepared as short comment information (an example of information that can be changed to be disclosed or not) for each scout candidate player character (see fielder short comment information table TBL104 in FIG. 12 and pitcher short comment information table TBL105 in FIG. 13). In the baseball game described above, a maximum of three pieces of short comment information can be displayed on the screen for six pieces of short comment information, and an example was shown in which a maximum of three pieces of short comment information randomly selected from the six pieces of short comment information can be disclosed. In this case, a maximum of three pieces of short comment information randomly selected from the six pieces of short comment information are disclosed in a maximum of three display spaces on the screen, so the short comment information to be disclosed can be changed.

[0220] The presentation unit 1101 may also vary the level of detail of the information disclosed regarding some of the plurality of parameters based on the results of the game that was executed before the object to be selected was presented.

[0221] Here, "detailedness of information disclosure" refers to the degree of detail of the information disclosed to the user. For example, the more information disclosed, the higher the degree of detail. To give one example, the degree of detail will be higher if information on two parameters, "rank" and "ability," is disclosed than if information on the "rank" of an object is disclosed, and the degree of detail will be even higher if information on three parameters, "rank," "ability," and "position," is disclosed.

[0222] In the baseball game described above, as shown in Figure 11, the more discerning points a player has earned in the season (three games) before the scout candidate is presented, the more information about the parameters of the player character of the scout candidate is disclosed. This is an example of how the amount of information disclosed changes based on the results of the game that was played before the player character of the scout candidate (an example of an object to be selected) was presented, thereby changing the level of detail of the information disclosed.

[0223] Furthermore, the "details of information disclosure" increases, for example, as the quality of the disclosed information increases. Here, with regard to the "quality of information," it can be said that the more useful the information is for a user to infer the strength of an object, etc., the higher the quality of the information. For example, the more specific the information regarding parameters, the more useful it is for inferring the strength of an object, etc., and therefore the quality of the information improves and the degree of detail of information disclosure increases.

[0224] For example, a baseball player character is associated with parameters for the following abilities: hitting, power, running ability, and defensive ability. The ability with the highest ability value is "hitting," and the ability value for "hitting" is "85," corresponding to an ability rank of "A." As mentioned above, the ability rank indicates a range of ability values; for example, an ability value ranging from 80 to 99 would be ranked as "A." In this case, the short description "well-known for hitting" is more specific and provides a higher level of detail than the short description "well-known for batting." Furthermore, the short description "hitting A" (hitting ability rank A) is more specific and provides a higher level of detail than the two short descriptions. Furthermore, the short description "hitting 85" (hitting ability value 85) is more specific and provides a higher level of detail than the three short descriptions.

[0225] Also, for example, suppose a player character's position (main position or sub-position) is first baseman and his position aptitude rank is "B." In this case, the short-answer information "is a first baseman" is more specific and the degree of detailed information disclosed is higher than the short-answer information "is an infielder." Furthermore, the short-answer information "first baseman aptitude B" is even more specific than the two short-answer information, and the degree of detailed information disclosed is higher.

[0226] Fig. 22 is a diagram showing another example of the probability of information disclosure by eye power point. While Fig. 11 above shows an example in which the amount of information disclosure related to the parameters of a scout candidate changes depending on the eye power point, Fig. 22 shows an example in which the quality (specificity) of the information related to the parameters of a scout candidate changes depending on the eye power point.

[0227] FIG. 22 is a data table showing the relationship between the number of points acquired in the season (three games) prior to the presentation of the scout candidate and the probability of disclosing review information (an example of disclosure / non-disclosure change information) regarding the scout candidate's ability parameters. There are three levels of review information, detail levels 1, 2, and 3, in order of increasing detail. Review information of one of the detail levels is disclosed by lottery based on the disclosure probability corresponding to the points of review. The review information of detail level 1 is, for example, the aforementioned "area of ​​expertise," the review information of detail level 2 is, for example, "ability rank," and the review information of detail level 3 is, for example, "ability score." For example, when the points of review are 0, the review information of "area of ​​expertise" is disclosed with a 75% probability, the review information of "ability rank" is disclosed with a 20% probability, and the review information of "ability score" is disclosed with a 10% probability. For example, if the insight points are 6, the probability of disclosure of the "area of ​​expertise" review information is 0%, the probability of disclosure of the "ability rank" review information is 40%, and the probability of disclosure of the "ability value" review information is 60%.

[0228] In the example of Figure 22, the disclosure probability of the review information for the least specific "area of ​​expertise" decreases as the insight points increase, and it is not disclosed at insight points of 5 or more. Also, the disclosure probability of the most specific "ability value" review information increases as the insight points increase, and it is 100% disclosed at insight points of 9. In this way, the higher the insight points, the more specific the review information is disclosed or the more likely it is to be disclosed.

[0229] For example, if the points acquired according to the results of the game are negative points (for example, points based on the number of errors or losses), the more points acquired, the less detailed the information regarding some of the multiple parameters will be disclosed.

[0230] Next, a configuration for comprehensively evaluating an object group will be described. The game may be a game that uses an object group that includes an object acquired by the user.

[0231] Here, an "object group" is a group made up of two or more objects. An "object group" can also be referred to as, for example, a team, a group, a squad, a party, a guild, etc. For example, in the case of a baseball game, a baseball team made up of a predetermined number (e.g., 24) of player characters who can be on the bench and play in a game is an example of an "object group." Also, in the case of a soccer game, a soccer team made up of a predetermined number (e.g., 23) of player characters who can be on the bench and play in a game is an example of an "object group."

[0232] Furthermore, the "object group including an object acquired by the user" may be an object group that includes not only the object acquired by the user (i.e., the object selected by the user from multiple selectable objects) but also other objects, or it may be an object group that is made up only of objects acquired by the user. For example, at the start of the game, an object group may consist of only a plurality of initial objects, and objects acquired by the user after the game has started may join the object group. For example, a "user-acquired object" that joins an object group may be replaced with any object in the object group (such as an initial object), or may simply be added to the object group without any such replacement.

[0233] The aforementioned baseball game is a game that uses a user team (an example of an object group) that includes player characters acquired by the user through scouting, and is an example of a "game that uses an object group that includes objects acquired by the user."

[0234] Fig. 23 is a schematic functional block diagram showing another example of the functional configuration of the game system 1. The same components as those in the game system 1 shown in Fig. 17 are denoted by the same reference numerals, and their description will be omitted. As shown in Fig. 23, the control unit 110 of the game system 1 includes an evaluation unit 1103 (an example of evaluation means) in addition to a presentation unit 1101 and an acquisition unit 1102.

[0235] The evaluation unit 1103 has a function of performing a comprehensive evaluation of the object group based on at least a part of the plurality of parameters associated with each object that constitutes the object group.

[0236] Here, the "overall evaluation of the object group" refers to the result of a comprehensive evaluation of the entire object group based on all or part of the multiple parameters associated with each object that makes up the object group. The "overall evaluation of the object group" may be, for example, an overall evaluation value (numerical value), a multi-stage rank (or level) represented by symbols such as A, B, C, etc., a rank or title such as beginner, intermediate, etc., or a combination of these.

[0237] For example, an evaluation value (order points, etc.) for each object can be calculated based on at least one parameter (e.g., ability value, rank, position, etc.) of the objects in the object group, and the value calculated based on the evaluation values ​​of all objects in the object group (e.g., total or average value) can be used as the overall evaluation of the object group.

[0238] It should be noted that instead of performing a comprehensive evaluation of an object group based on all of the objects that make up the object group, the comprehensive evaluation of the object group may be performed based on some of all of the objects that make up the object group. In other words, performing a comprehensive evaluation of an object group based on some of all of the objects that make up the object group and at least some of the multiple parameters associated with the some of the objects is also an example of "performing a comprehensive evaluation of the object group based on at least some of the multiple parameters associated with each of the objects that make up the object group."

[0239] The "overall evaluation of the object group" may be used, for example, to determine the outcome of the game (such as the outcome of a match) or to determine the reward to be given to the user.

[0240] In the example of the baseball game described above, an example of the overall evaluation of the user team is an overall team strength value obtained by adding up the overall strength parameters of each player character constituting the user team. The overall team strength value may be calculated based on the overall strength parameters of all player characters constituting the user team, or may be calculated based on the overall strength parameters of some of the player characters constituting the user team. Additionally, the total order points obtained by adding up the order points of each player character that makes up the user team is also an example of the overall evaluation of the user team.

[0241] The plurality of parameters associated with the selected object may include a role parameter relating to a role within the object group.

[0242] Here, "role" refers to the role of an object within an object group. For example, in a sports game such as a baseball game or a soccer game, a position is an example of a "role." Also, in a fighting game, an occupation is an example of a "role."

[0243] Furthermore, a "role parameter" is a parameter that indicates the role set for an object. For example, in a baseball game, the positions of "pitcher" or "fielder" correspond to an example of a "role parameter." Further, for example, subdivisions of the pitcher position, such as "starter," "relief pitcher," "setup man," or "closer," correspond to an example of a "role parameter." Further, for example, subdivisions of the "fielder" position, such as "infielder" or "outfielder," correspond to an example of a "role parameter." Further, for example, further subdivisions of the "fielder" position, such as "catcher," "first baseman," "second baseman," "third baseman," "shortstop," "center fielder," "right fielder," "left fielder," or "DH," correspond to an example of a "role parameter."

[0244] The evaluation unit 1103 has a function of changing the overall evaluation based on the role parameters of each object that constitutes the object group.

[0245] Here, "the overall evaluation of the object group changes based on the role parameters of each object that makes up the object group" means that the role parameters affect the results of the overall evaluation of the object group, since the overall evaluation of the object group is carried out based on the parameters of each object, including at least the role parameters.

[0246] In a baseball game, for example, pitchers have fixed positions such as starter, reliever, and closer (examples of roles), and fielders have fixed positions such as catcher, first baseman, second baseman, etc. Therefore, for example, if a player character associated with the parameter of the main position "first baseman" is set to a position other than first base in an order, the penalty for position inadequacy can be made so that the overall rating of the team is lower than if there was no position inadequacy. In this case, even if only player characters with high ranks and ability values ​​are acquired, if there are overlaps in positions within the team, the overall rating of the team will not increase. Therefore, the user is required to consider which player characters to acquire, taking into account overlaps in positions.

[0247] Next, a configuration for setting a usage period for an object will be described. The plurality of parameters associated with the object to be selected can include a parameter relating to the expiration date of the object.

[0248] Here, the "object usage period" refers to the period during which an object can be used in a game. The "object usage period" may be, for example, a period based on virtual time in the game. For example, the "object usage period" may be a period until the end of November two years from now based on virtual time in the game. The "object usage period" may also be a period based on actual time in the real world. For example, the "object usage period" may be a period until the end of this month in the real world. The "object usage period" may also be a period based on the number of times the object is used. For example, the object may expire after being used three times. In the sports game example, the aforementioned parameter of the contract length set for a player character is an example of a "parameter related to the object usage period."

[0249] Fig. 24 is a schematic functional block diagram showing another example of the functional configuration of the game system 1. Components similar to those of the game system 1 shown in Fig. 17 or 23 are given the same component numbers, and descriptions thereof will be omitted. As shown in Fig. 24, the control unit 110 of the game system 1 includes an update unit 1104 (an example of an update means) in addition to a presentation unit 1101, an acquisition unit 1102, and an evaluation unit 1103. It is to be noted that the evaluation unit 1103 may be omitted from the configuration shown in Fig. 24.

[0250] The update unit 1104 has a function of updating the parameters related to the expiration date of use for a predetermined number of objects selected based on user operation from one or more objects that become unusable based on the parameters related to the expiration date of use so that they can be used.

[0251] In the baseball game example described above, a contract renewal event occurs when one or more player characters have their contract years reduced to 0. In this contract renewal event, the user can select only one of the player characters whose contract years have reached "0" to retain that player (have that player remain on the user team). The contract year parameter of the retained player character is then updated to any of 1 to 5 years determined by random lottery. The contract year parameter is not limited to this, and may be fixed (e.g., 3 years), or the lottery probability may vary depending on the contract year (e.g., 1 year: 10%, 2 years: 25%, 3 years: 30%, 4 years: 25%, 5 years: 10%, etc.).

[0252] [4. Processing] Next, an example of the processing executed by the game system 1 of this embodiment will be described below. Here, an example of the processing executed by the game system 1 when an event mode game is executed in the baseball game described above will be described.

[0253] FIG. 25 is an example of the top screen of the event mode game. The top screen G800 includes parts P801 to P815. Part P801 is a part for transitioning to a screen for checking the annual schedule (for example, a screen displaying the information shown in FIG. 6). Part P802 is a part for transitioning to a screen displaying an explanation of the event mode game. Part P803 is a part for transitioning to a screen displaying a list of rewards. Part P804 indicates the current event cost. Part P805 indicates the current team rank. Part P806 indicates the total order points of the user team. Part P807 indicates the overall team strength value of the user team. Part P808 indicates the virtual current year and month in the game. Part P809 indicates the schedule for this month (for example, events that may occur this month). Part P810 is a part for transitioning to the team setting screen G200 (see FIG. 7) for checking or setting the event order. Part P811 indicates the current eye power points. Part P812 is a part for executing an event mode match. Part P813 is a part for setting a scouting policy. Scouting policies will be described later. Part P814 is a part for transitioning to a screen that displays a list of missions. Part P815 is a part for returning to the user's My Page screen.

[0254] 26 is a flowchart showing an example of processing of the game system 1. The processing described below is realized by the control unit 110 (CPU 11 of the game terminal 10 or CPU 31 of the server 30) executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.). The same applies to the processing shown in the flowcharts of FIGS. 27 and 28 described below.

[0255] A match can be started by the user selecting a part P812 on the top screen G800 of the event mode. When the match starts (YES in S100), the control unit 110 executes the match based on the parameters of each player character of the user's team and each player character of the opposing team (S102). For example, the control unit 110 automatically updates the match situation by virtually controlling both the player characters belonging to the user's team and the player characters belonging to the opposing team in a virtual space based on the parameters of those player characters. The control unit 110 displays the automatically updated match situation on the display unit 20. Furthermore, when the match situation during automatic progression reaches a predetermined situation (such as a chance situation or a pinch situation), the control unit 110 switches from the automatic progression part to an action part, allowing the user to control the player characters. In this action part, the control unit 110 controls the actions of the player characters based on the user's operation. Furthermore, during the match, activity points are accumulated according to the level of the player characters' performance (achievement) based on the user's operation in the action part. The match may be, for example, a format in which all parts proceed automatically, or a format in which all parts proceed with action.

[0256] After the match ends, the control unit 110 awards the user with insight points according to the results of the match (S104). In this embodiment, the control unit 110 awards the user with insight points according to the total activity points the user has earned during one match. The insight points are accumulated over one season (three matches).

[0257] Furthermore, the control unit 110 determines whether or not to generate a scout event after the end of the match (S106). Here, if the match ends in May, August, November, or February, which are the final months of each season, the CPU 11 determines that it is necessary to generate a scout event (YES in S106), and proceeds to scout processing in step S108. On the other hand, if the match ends in a month other than May, August, November, or February, the control unit 110 determines that it is not necessary to generate a scout event (NO in S106), and returns to step S100 to wait for the start of the next match.

[0258] Figure 27 is a flowchart showing an example of the scouting process of step S108 in Figure 26. When the control unit 110 starts the scouting process, it determines the number of players that can be scouted (S120). In this embodiment, the number of players that can be scouted varies depending on the team rank, with two players for a team rank of "weak" or "average" and three players for a team rank of "strong" or higher. Note that the timing for executing step S120 is not limited to this, and it may be executed at any time from the start to the end of the scouting process in Figure 27.

[0259] The control unit 110 also determines the number of scout candidate player characters to be presented to the user (S122). In this embodiment, the number of scout candidate player characters to be presented to the user varies within the range of 2 to 5 based on the number of wins in the three games immediately prior to the scouting process, as described above.

[0260] The control unit 110 then determines the number of scout candidate player characters to be presented determined in step S122 (S124). In this embodiment, as illustrated in FIG. 10, the lottery probability for each rank of scout candidate player characters varies depending on the club rank of the user team. The control unit 110 applies the lottery probability according to the club rank and determines the rank of each scout candidate by lottery. For example, if the club rank is "strong," the control unit 110 applies the lottery probability for each rank, with B rank = 60%, A rank = 30%, and S rank = 10%, and determines the rank of each scout candidate as B, A, or S. The control unit 110 then randomly selects a scout candidate player character from among the group of player characters having the determined rank. For example, if the number of scout candidates to be presented is three, the above process is repeated three times to determine the three scout candidate player characters.

[0261] The control unit 110 then determines which information to disclose and which information to hide from the information on the multiple parameters associated with the player character of each scout candidate determined in step S124 (S126). In this embodiment, as described above, the level of detail to be disclosed regarding the scout candidate varies depending on the player's insight points during the season immediately prior to the scouting process. For example, the control unit 110 applies the information disclosure probability by insight points illustrated in FIG. 11 and determines by lottery whether to disclose or hide information regarding the rank, the number of years available for contract, and the review information (reviews 1 to 3). In this embodiment, main position information is always disclosed, but the disclosure of main position information may also be determined by lottery.

[0262] Thereafter, the control unit 110 discloses only the information that was decided to be disclosed in step S126, masks the information that was decided to be hidden, and causes the display unit 20 to display information about the player characters of the scout candidates for the number of times to be presented (S128). As a result, for example, the scout screen image G400 of FIG. 9 is displayed. As shown in FIG. 9, player characters of multiple scout candidates are displayed on the screen, but the information that is disclosed or hidden varies depending on the scout candidate. Also, in the example of FIG. 9, silhouette images are displayed instead of actual images of the player characters of the scout candidates, and provisional player names (players 1 to 3) are displayed instead of actual player names, so the user does not know who each presented scout candidate is (which professional baseball player the player character corresponds to).

[0263] After step S128 is executed, the process proceeds to step S110 in FIG. 26. When the user performs an operation to select a scout candidate from the scout candidates displayed in the scout screen image G400 within the number of scouts that can be scouted (YES in S110), the control unit 110 causes the display unit 20 to display information on multiple replacement target player characters (S112). As a result, for example, the replacement target list screen G500 of FIG. 14 is displayed. The replacement target player characters are existing members of the user's team. When the user performs an operation to select a player character to replace a scout candidate from the multiple replacement targets displayed in the list (YES in S114), the control unit 110 replaces the scout candidate player character selected by the user with the replacement target player character selected by the user (S116). That is, the control unit 110 associates the scout candidate player character selected by the user with the user ID of the user as a character acquired by the user, and stores the player character in the event mode field of the owned character table TBL103. As a result, the scout candidate player character selected by the user joins the user team as a member. Meanwhile, the player character to be replaced selected by the user is deleted from the event mode field of the owned character table TBL103 and is no longer a member of the user team. If the number of players that can be scouted is two or more and there are multiple scout candidates selected by the user, steps S112 to S116 above are executed for each scout candidate.

[0264] After acquiring a player character through the above-mentioned scouting, all of the parameters of that player character can be confirmed. In other words, it is only after acquiring a player character of a scout candidate that the user finds out who the player was and what parameters they had that could not be confirmed. If the user's guess is correct and they acquire a strong or popular player character, the user's joy will be even greater than if they simply acquired a strong player character, etc.

[0265] Next, a process for a contract renewal event, etc. based on the contract year parameter set for each player character will be described. Fig. 28 is a flowchart showing an example of the process based on the contract year parameter.

[0266] The control unit 110 determines the timing to subtract the contract year parameter (S130). In this embodiment, the contract year parameter is subtracted at a predetermined timing after the end of the fall season (end of November games) every year. Therefore, for example, after the end of each turn's games, it is determined whether the current turn is in a state where the November games have ended, and if it is determined that the November games have ended, it is determined that it is time to subtract the contract year parameter.

[0267] When the control unit 110 determines that it is time to decrement the contract year parameter (YES in S130), it decrements the contract year parameter set for each player character belonging to the user team by "1" (S132).

[0268] Events that may occur after the end of the November games include scouting, contract renewal, player departure, and player joining, but it is desirable to execute the contract year subtraction process in step S132 before events such as scouting. This is because, for example, if a scouting event were executed before the contract year subtraction process, special control would be required to avoid the contract year being subtracted immediately after a player character is acquired by scouting, but if the contract year subtraction process is executed before an event such as a scouting event, such special control would not be necessary.

[0269] After the contract year subtraction process, the control unit 110 determines at a predetermined timing (for example, after the end of the November scouting event) whether or not there is a player character with a contract year of "0" in the user team (S134). If there is one or more player characters with a contract year of "0" (YES in S134), a contract renewal event occurs, and the control unit 110 displays the player characters with a contract year of "0" as retention candidates on the display unit 20 to present them to the user (S136). As a result, for example, the contract renewal screen G700 of FIG. 16 is displayed.

[0270] If the user selects one of the presented player characters who are candidates for retention and performs an operation to retain that player (YES in S138), the control unit 110 randomly determines the contract year parameter of the selected player character to be any number of years between 1 and 5 years, and updates the contract year parameter (S140). As a result, the selected player character who is a candidate for retention remains owned by the user, and the player character remains a member of the user's team. Then, the process proceeds to step S142. If the user performs an operation to select not to retain anyone (NO in S138), step S140 is not executed and the process proceeds to step S142.

[0271] In step S142, after the contract renewal events of S136 to S140, it is determined whether or not there are still any player characters with a contract term of "0" in the user team (S142). If there is one or more player characters with a contract term of "0" (YES in S142), the control unit 110 executes a player departure event (S144). In this player departure event, the control unit 110 deletes player characters with a contract term of "0" in the user team from the event mode field of the owned character table TBL103. Then, the control unit 110 displays a list of player characters with a contract term of "0" on the screen and notifies the user of the departure.

[0272] When a member of the user team leaves the team and the number of players on the user team falls below 24, which is the number required for the player order, the control unit 110 then executes a player joining event (S146). In the player joining event, the control unit 110 randomly determines a B-rank replacement player character according to the position of the player character who left the team, and adds the player character to the event mode field of the owned character table TBL103 in association with the user ID. The control unit 110 then displays a list of the player characters who have joined on the screen, and notifies the user that a new player has joined to replace the player whose contract has expired.

[0273] [5. Summary] In the game system 1 according to the embodiment described above, the user can acquire a player character selected by the user from among a plurality of scout candidate player characters presented to the user. Here, when a plurality of scout candidates are presented to the user, only information relating to some of the parameters associated with the scout candidate player character is disclosed so that not all of the parameters are known. This adds to the fun of "guessing" what kind of player character the player character is based only on the disclosed information, thereby increasing the entertainment value of the game. For example, if the user's guess is correct and a strong or popular player character is acquired, the user's enjoyment will be even greater than if the user had acquired a player character whose identity was known at the time of selection, as in the past.

[0274] For example, in the real world of baseball, scouting a high school player involves scouting without knowing the full extent of the player's abilities. In the game according to this embodiment, the user can enjoy the thrill of scouting (acquiring) a player character by using their inferences, as if "identifying a diamond in the rough," even though the player's full capabilities are unknown.

[0275] Furthermore, conventional games (games in which a user can select a desired character from among multiple obtainable characters) do not include the "deduction" element of this embodiment. Therefore, since the user already knows the rank and other parameters of the character when selecting it, they tend to select only relatively high-ranking or popular characters, which can lead to bias in the characters selected by the user. In contrast, the game system 1 according to this embodiment includes the above-described deduction element, making it less likely that bias will occur in the player characters selected by the user. Furthermore, because of the deduction, the user must carefully consider the partially disclosed information on the abilities and other parameters when selecting player characters, which can provide an opportunity for the user to become interested in player characters that the user would not normally be interested in. For example, as the user deduces the player characters of the presented scout candidates, the user can be expected to become interested in acquiring a player character because the player character is powerful and likely to perform well, regardless of its rank.

[0276] Furthermore, conventional games do not include the "deduction" element of the present embodiment, allowing users to easily select and acquire high-ranking players or players from a specific team. Therefore, conventional games often allow teams to be strengthened early in the event period, at which point users may stop playing. In contrast, the game system 1 according to the present embodiment provides the fun of "deduction" as described above, but also makes it difficult to acquire desired player characters, so users can be expected to continue playing for longer than conventional games.

[0277] Furthermore, in the game system 1 according to this embodiment, when presenting scout candidate player characters, the "image" and "name (player name)" information of the player character that does not affect the game results are not always disclosed (for example, replaced with a silhouette image, etc.). This prevents the user from knowing what kind of player the player is until they acquire the player character.

[0278] 9, the game system 1 according to this embodiment displays information about undisclosed parameters in a hidden state (for example, by displaying "?" in the information display field) so that the user knows that the information is being intentionally hidden. This allows the user to easily understand that they must infer the hidden information.

[0279] Furthermore, in the game system 1 according to this embodiment, there is disclosure / non-disclosure variable information (rank, contract length, and short review information) whose disclosure is determined based on a probability corresponding to the results of the match before the scout candidate is presented (e.g., the number of points acquired in the match). As a result, the information that is disclosed and the information that is not disclosed can change each time a scout candidate is presented. This allows users to make a wide variety of inferences. Furthermore, the probability is set so that the level of detail of the disclosure / non-disclosure variable information (e.g., the amount of information disclosed or the quality of the information) changes depending on the number of points acquired (see FIG. 11 or FIG. 22). This further enhances the entertainment value of the game.

[0280] In addition, in the game system 1 according to the present embodiment, as illustrated in Fig. 9, up to three pieces of short review information randomly selected from the six pieces of short review information illustrated in Fig. 12 or 13 are displayed in a limited display space on the screen for displaying the short review information (in this embodiment, the part P406 has a display space for three pieces of short review information). Therefore, it becomes possible to randomly display various pieces of short review information in the limited display space.

[0281] Furthermore, in the game system 1 according to this embodiment, the user is required to acquire player characters not simply by acquiring strong player characters, but by taking into consideration the overall evaluation of the user's team (such as the team's overall strength value or total order points). In particular, the user is required to select player characters as scout candidates while inferring undisclosed parameters, taking into consideration the impact of overlapping positions on the overall evaluation. This can increase the interest of games using groups made up of multiple characters.

[0282] Furthermore, in the game system 1 according to this embodiment, a contract year parameter is set for each player character. Furthermore, the contract year of a player character selected by the user from among the player characters whose contract year reaches "0" and who are no longer available for use is updated, allowing the user to continue using that player character. This requires the user to not only consider the contract year of the player character, but also to consider whether they can selectively continue using the player character even after the contract year reaches "0," further increasing the entertainment value of the game.

[0283] [6. Modifications] The present invention is not limited to the above-described embodiment.

[0284] [6-1] The above describes an event mode game in which an event period is set, but the game may also be a permanent game that the user can play at any time without time restrictions.

[0285] [6-2] The following specifications can also be applied to disclose information about only some of the multiple parameters associated with a player character who is a scout candidate, so that not all of the multiple parameters are known.

[0286] For example, certain digits of the specific numerical value of a numerical parameter may be hidden, and only some of the digits may be disclosed. Specifically, if the power ability value is 85, the first digit may be hidden and displayed as "Power 8?", or the second digit may be hidden and displayed as "Power -5." For example, the specificity (quality of information) and detail of the information increase in the order of "Power -?", "Power -5," "Power 8?", and "Power 85." Therefore, the more eye power points the user has acquired, the more specific the information may be in the order mentioned above. Alternatively, the disclosure probability may be set as in FIG. 22 so that the more eye power points the user has acquired, the more likely the information is to become more specific in the order mentioned above.

[0287] Also, for example, a specification may be made such that a specific hint is given based on a combination of multiple parameters. For example, a specific hint may be given based on a combination of multiple ability parameters. As an example, if the ability ranks of hitting, power, and running ability are all A rank or higher, the comment information may be displayed as "an extremely versatile, top-class player." Also, for example, if the ability ranks of hitting and running ability are A rank or higher, the comment information may be displayed as "a first-class player who is fast and skilled at hitting." Furthermore, for example, an ability parameter and a position parameter may be combined to display "a fast and skilled outfielder" or "a fast and skilled center fielder." In addition, a variety of other types of parameters may be combined and displayed.

[0288] [6-3] The user may also be able to specify the range of positions for the scout candidate player characters presented on the screen. For example, selecting part P813 on the top screen G800 shown in FIG. 25 transitions to a scouting policy screen, allowing the user to specify a range of positions as the scouting policy. For example, the user may specify the scouting policy from among options such as "starter," "reliever / closer," "catcher / infielder," "outfielder," and "no preference." In this case, the scout candidate player characters presented on the screen are selected by lottery based on the position range specified by the user. This configuration determines the multiple selectable objects presented based on the role parameter range specified by the user. This configuration can serve as a relief measure for users who are unlucky and unable to acquire a player character for a specific position. For example, if certain conditions are met, the scouting policy may allow the user to narrow down the positions. For example, the scouting policy may be specified after playing one or more games (12 or more games). Alternatively, the scouting policy may be specified by using a specified item or in-game currency. Alternatively, the user may be allowed to specify a scouting policy at any time without any particular conditions.

[0289] [6-4] In the above example of the baseball game, the initial order assigned to each user at the start of the event mode game is fixed for all users, but the initial order assigned to each user may be different. For example, the player characters that make up each user's initial order may be determined by lottery from among multiple player characters.

[0290] [6-5] In the above baseball game example, the ranks of scout candidate player characters that can be acquired by the user are S rank, A rank, and B rank, but this is not limited to these and, for example, all ranks may be included. In the above baseball game example, the parameter state of the scout candidate player character is a full-spec state with maximum levels of parameters such as abilities, but this is not limited to these. For example, the initial parameters at the time of acquiring a scout candidate player character may not be maximum, and the player character may be able to grow after acquisition (parameters such as abilities may be changed).

[0291] [6-6] In the baseball game example above, the number of scout candidate player characters presented to the user varies between two and five based on the number of wins in the three games immediately prior to the scouting process. This is just one example, and it is sufficient that two or more scout candidate player characters are presented to the user in one scouting run, and the range and upper limit of the number that can be presented can be set arbitrarily. Alternatively, the number that can be presented may be fixed.

[0292] [6-7] In the above baseball game example, the number of players that can be scouted varies depending on the team rank, with two players for a "weak" or "average" team rank and three players for a "strong" or higher team rank. This is just one example, and the range and upper limit of the number of player characters that a user can acquire in one scouting can be set as desired. The number of player characters that can be acquired may also be fixed.

[0293] [6-8] Although the above explanation has been centered on the example of a baseball game, the present invention can also be applied to other games. For example, the present invention can be applied to a variety of games, regardless of the game format or genre, as long as the game allows the user to select an object they wish to acquire from among multiple selectable objects, such as other sports games (games based on soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), racing games, fighting games, combat games, digital card games, role-playing games, simulation games, adventure games, and training games.

[0294] [6-9] Game terminal 10 and server 30 can communicate with each other to send and receive various data. Both are information processing devices (computers) equipped with a CPU, ROM, RAM, auxiliary storage device, communication unit, etc., and basically have the same hardware configuration. Therefore, some of the various functions described above may be realized by CPU 11 of game terminal 10, and the rest may be realized by CPU 31 of server 30. Alternatively, all of the various functions described above may be realized by CPU 11 of game terminal 10. Alternatively, all of the various functions described above may be realized by CPU 31 of server 30.

[0295] [6-10] Regarding the configuration having a storage control function for storing various information in a storage device, the storage device itself is not included in the configuration, and may be installed anywhere, whether inside or outside the game system 1. For example, the storage device may be a storage device within the game system 1 (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.), or a file server (online storage) configured separately from these.

[0296] [6-11] The computer-readable program according to this embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, or a semiconductor memory, and is read from the recording media and executed by the CPU of a computer constituting the game system 1 or the game control device. Furthermore, the means for providing the program to a computer is not limited to the recording media described above, and can also be via a communication network such as the Internet.

[0297] [7. Notes] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0298] 1) A game system (1) according to one aspect of the present invention provides a game (e.g., a baseball game) in which an object selected by a user from a plurality of selectable objects (e.g., player characters who are scout candidates) is used, and includes a presentation means (1101) that presents the plurality of selectable objects, and an acquisition means (1102) that associates a selectable object selected by the user from the plurality of selectable objects presented by the presentation means (1101) with the user's user identification information as an object acquired by the user, and when presenting the selectable object, the presentation means (1101) discloses only information related to a portion of the plurality of parameters associated with the selectable object so that all of the parameters associated with the selectable object are not revealed.

[0299] 12) A game control device (10 or 30) according to one aspect of the present invention provides a game (e.g., a baseball game) in which an object selected by a user from a plurality of selectable objects (e.g., player characters who are scout candidates) is used, and includes a presentation means (1101) that presents the plurality of selectable objects, and an acquisition means (1102) that associates a selectable object selected by the user from the plurality of selectable objects presented by the presentation means (1101) with the user's user identification information as an object acquired by the user, and when presenting the selectable object, the presentation means (1101) discloses only information related to a portion of the plurality of parameters associated with the selectable object so that all of the parameters associated with the selectable object are not known.

[0300] 13) A program according to one aspect of the present invention is a program for causing a computer to function as a game system (1) described in any one of 1) to 11) or a game control device (10 or 30) described in 12).

[0301] 14) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 13) recorded thereon.

[0302] 15) A control method for a game system (1) according to one aspect of the present invention is a method for controlling a game system (1) that provides a game (e.g., a baseball game) in which an object selected by a user from a plurality of selectable objects (e.g., player characters who are scout candidates) is used, and includes a presentation step (S128) of presenting the plurality of selectable objects, and an acquisition step (S128) of associating a selectable object selected by the user from the plurality of selectable objects presented in the presentation step (S128) with user identification information of the user as an object acquired by the user, and in the presentation step (S128), when presenting the selectable object, only information related to a portion of the plurality of parameters associated with the selectable object is disclosed so that all of the plurality of parameters associated with the selectable object are not revealed.

[0303] 16) A control method for a game control device (10 or 30) according to one aspect of the present invention is a method for controlling a game control device (10 or 30) that provides a game (e.g., a baseball game) in which an object selected by a user from a plurality of selectable objects (e.g., player characters who are scout candidates) is used, and includes a presentation step (S128) of presenting the plurality of selectable objects, and an acquisition step (S128) of associating a selectable object selected by the user from the plurality of selectable objects presented by the presentation step (S128) with the user's user identification information as an object acquired by the user, and in the presentation step (S128), when presenting the selectable object, only information related to a portion of the plurality of parameters associated with the selectable object is disclosed so that all of the parameters associated with the selectable object are not known.

[0304] According to the above aspects 1), 12) to 16), the user can acquire an object selected by the user from among a plurality of objects to be selected that are presented to the user. Here, when a plurality of objects to be selected are presented to the user, only information regarding some of the parameters associated with the object to be selected is disclosed so that all of the parameters are not revealed. This adds to the fun of "guessing" what kind of object it is from only the disclosed information, thereby increasing the interest of the game. For example, if the user's guess is correct and a strong object is acquired, the user's enjoyment will be even greater than if the user had acquired an object that was known to be strong at the time of selection, as in the conventional case.

[0305] Furthermore, in the past, there was no element of "inference," and since users knew parameters such as the rank of the object to be selected, they tended to select only relatively high-ranked or popular objects, which made it easy for bias to occur in the objects selected by users. In contrast, according to one aspect of the present invention, the element of inference is included, making it less likely that bias will occur in the objects selected by users. Furthermore, according to one aspect of the present invention, the inference requires users to carefully consider the partially disclosed parameter information when selecting objects, thereby providing an opportunity to become interested in objects that they would not normally be interested in.

[0306] 2) In one aspect of the present invention, in the aspect described in 1) or 12) above, the multiple parameters associated with the object to be selected may be parameters that affect the outcome of the game (for example, parameters such as ``rank,'' ``ability,'' ``position,'' ``dominant hand (right-handed or left-handed),'' ``batting style (right-handed, left-handed, or ambidextrous),'' ``contract length,'' etc.).

[0307] According to the aspect described in 2) above, parameters that do not affect the outcome of the game (for example, the "image" or "name" of an object) can be excluded from the "multiple parameters associated with the object to be selected" that may be disclosed. Therefore, for example, information such as the "image" or "name" of an object can be prevented from being disclosed at all times. For example, if other parameters of the object can be easily inferred from the "image" or "name" of the object, it is desirable not to disclose the "image" or "name" of the object.

[0308] 3) In one aspect of the present invention, in the aspect described in 1) or 2) above, when presenting the object to be selected, the presentation means may display information regarding undisclosed parameters on the screen so that the hidden information can be visually confirmed (for example, by displaying a "?" in the information display field).

[0309] According to the aspect described in 3) above, information about undisclosed parameters is displayed in a hidden state so that the user can understand that the information is being intentionally hidden. This allows the user to easily understand that they must infer the hidden information.

[0310] 4) In one aspect of the present invention, in any of the aspects described in 1) to 3) above, the information regarding a portion of the plurality of parameters may include one or more disclosure / non-disclosure change information (e.g., rank, contract length, review information) in which disclosure or non-disclosure is determined based on probability.

[0311] According to the aspect described in 4) above, by including disclosure / non-disclosure variable information in which the disclosure or non-disclosure is determined based on probability, the information to be disclosed and the information not to be disclosed change, which allows the user to make a variety of inferences, further increasing the entertainment value of the game.

[0312] 5) In one aspect of the present invention, in the aspect described in 4) above, the presentation means (1101) may decide whether or not to disclose the disclosure / non-disclosure change information based on the probability determined based on the results of the game executed before presenting the object to be selected (for example, the eye power points earned in the execution of the three most recent games).

[0313] According to the aspect described in 5) above, the probability of disclosing the disclosure / non-disclosure change information is changed depending on the result of the game execution before the object to be selected is presented, thereby further increasing the interest of the game.

[0314] 6) In one aspect of the present invention, in the aspect described in 5) above, when the presentation means (1101) discloses the disclosure / non-disclosure change information (e.g., review information), if there are multiple pieces of information (e.g., six pieces of information) that can be disclosed as the disclosure / non-disclosure change information, it may disclose at least one piece randomly selected from the multiple pieces of information that can be disclosed.

[0315] According to the aspect described in 6) above, information randomly selected from a plurality of pieces of information (for example, up to three pieces of information randomly selected from six pieces of information) is disclosed in a limited display space (for example, three pieces of information display space) on the screen that displays the disclosure / non-disclosure change information. Therefore, various pieces of information can be randomly disclosed in the limited display space.

[0316] 7) In one aspect of the present invention, in any of the aspects described in 1) to 6) above, the presentation means (1101) may change the detail of the disclosure of information regarding some of the multiple parameters (e.g., the amount of information disclosed or the quality of the information) based on the results of the game executed before presenting the object to be selected (e.g., the eye power points earned in the execution of the three most recent games).

[0317] According to the aspect described in 7) above, the level of detail of the information disclosed about the object to be selected varies depending on the result of the game execution before the object to be selected is presented, thereby further increasing the interest of the game.

[0318] 8) In one aspect of the present invention, in the aspect described in any of 1) to 7) above, the game is a game using an object group (e.g., a baseball team) including objects (e.g., player characters) acquired by the user, and may further include evaluation means (1103) that performs an overall evaluation of the object group (e.g., calculation of a team overall strength value or total order points) based on at least a portion of the plurality of parameters associated with each object that constitutes the object group.

[0319] According to the aspect described in 8) above, the player is required to select an object to be selected while taking into consideration the overall evaluation of the object group and inferring undisclosed parameters, thereby further increasing the interest of the game.

[0320] 9) In one aspect of the present invention, in the aspect described in 8), the plurality of parameters includes a role parameter related to a role (e.g., position) within the object group; The evaluation means (1103) may change the overall evaluation based on the role parameters of each object that constitutes the object group.

[0321] According to the aspect described in 9) above, since the roles within an object group are fixed, even if an object with overlapping role parameters is acquired, the overall rating of the object group cannot be increased. Therefore, the user is required to select an object to be selected while considering the impact of overlapping role parameters on the overall rating and inferring the undisclosed parameters, which further increases the entertainment value of the game.

[0322] 10) In one aspect of the present invention, in any of the aspects 1) to 9) above, the plurality of parameters may include a parameter relating to the expiration date of the object (for example, a contract year parameter).

[0323] According to the aspect described in 10) above, the player is required to select an object to be selected while taking into account the parameters related to the expiration date associated with the object and inferring the undisclosed parameters, thereby further increasing the interest of the game.

[0324] 11) In one aspect of the present invention, in the aspect described in 10) above, an update means (1104) may be further included that updates the parameters related to the expiration date so that a predetermined number of objects selected based on a user operation from one or more objects that become unusable based on the parameters related to the expiration date can be used.

[0325] According to the aspect described in 11) above, the parameters relating to the expiration date of an object selected by the user from among the objects that will become unusable due to their expiration date are updated, allowing the user to continue using the object. This requires the user to consider not only the expiration date of the object, but also whether or not the object can be selectively continued to be used even after its expiration date, further increasing the entertainment value of the game. [Explanation of symbols]

[0326] 1...game system, N...network, DB...database, 10...game terminal, 11...CPU, 13...RAM, 14...auxiliary storage device, 20...display unit, 30...server, 31...CPU, 33...RAM, 34...auxiliary storage device, 100...data storage unit, 110...control unit, 1101...presentation unit, 1102...acquisition unit, 1103...evaluation unit, 1104...update unit, TBL101...user information table, TBL102...character information table, TBL103...owned character table, TBL104 and TBL105...shorthand information table, DT106...user team data

Claims

1. A game system that provides a game in which an object selected by a user from a plurality of selectable objects is used, a presentation means for presenting a plurality of objects to be selected; an acquisition means for associating a selection object selected by a user from the plurality of selection objects presented by the presentation means with user identification information of the user as an object acquired by the user; Including, the presentation means, when presenting the object to be selected, discloses only information about a part of the plurality of parameters associated with the object to be selected and that can be disclosed by the presentation means, so that all of the parameters are not known; The presenting means changes the level of detail of the disclosure of information relating to a part of the plurality of parameters based on the execution result of the game executed before presenting the object to be selected. Game system.

2. The plurality of parameters associated with the object to be selected are parameters that affect the execution result of the game. The game system according to claim 1 .

3. When presenting the object to be selected, the presenting means displays the information on the undisclosed parameters on the screen so that the hidden state can be visually recognized.

3. The game system according to claim 1 or 2.

4. The information about some of the plurality of parameters includes one or more pieces of disclosure / non-disclosure change information for which the presence or absence of disclosure is determined based on a probability.

4. The game system according to claim 1.

5. A game system for providing a game in which an object selected by a user from a plurality of selectable objects is used, comprising: a presentation means for presenting a plurality of objects to be selected; an acquisition means for associating a selection object selected by a user from the plurality of selection objects presented by the presentation means with user identification information of the user as an object acquired by the user; Including, the presentation means, when presenting the object to be selected, discloses only information about a part of the plurality of parameters associated with the object to be selected and that can be disclosed by the presentation means, so that all of the parameters are not known; The information about a portion of the plurality of parameters includes one or more pieces of disclosure / non-disclosure change information for which the presence or absence of disclosure is determined based on a probability, The presenting means determines whether or not to disclose the disclosure / non-disclosure change information based on the probability determined based on the execution result of the game executed before presenting the object to be selected. Game system.

6. When the disclosure / non-disclosure change information is disclosed and there are a plurality of pieces of information that can be disclosed as the disclosure / non-disclosure change information, the presenting means discloses at least one piece of information randomly selected from the plurality of pieces of information that can be disclosed. The game system according to claim 5 .

7. The presenting means changes the level of detail of the disclosure of information relating to a part of the plurality of parameters based on the execution result of the game executed before presenting the object to be selected.

7. The game system according to claim 5 or 6.

8. the game is a game using an object group including an object acquired by the user, and further comprising evaluation means for performing a comprehensive evaluation of the object group based on at least a part of the plurality of parameters associated with each object constituting the object group.

8. A game system according to any one of claims 1 to 7.

9. the plurality of parameters includes a role parameter relating to a role within the object group; The evaluation means changes the overall evaluation based on the role parameters of each object that constitutes the object group. The game system according to claim 8.

10. The plurality of parameters includes a parameter relating to the expiration date of the object.

10. A game system according to any one of claims 1 to 9.

11. The apparatus further includes an update unit that updates the parameters relating to the expiration date of a predetermined number of objects selected based on a user operation from among one or more objects that become unusable based on the parameters relating to the expiration date of the objects so that the objects can be used. The game system according to claim 10.

12. A game control device for providing a game in which an object selected by a user from a plurality of selectable objects is used, a presentation means for presenting a plurality of objects to be selected; an acquisition means for associating a selection object selected by a user from the plurality of selection objects presented by the presentation means with user identification information of the user as an object acquired by the user; Including, the presentation means, when presenting the object to be selected, discloses only information about a part of the plurality of parameters associated with the object to be selected and that can be disclosed by the presentation means, so that all of the parameters are not known; The presenting means changes the level of detail of the disclosure of information relating to a part of the plurality of parameters based on the execution result of the game executed before presenting the object to be selected. Game control device.

13. A program for causing a computer to function as a game system described in any one of claims 1 to 11 or a game control device described in claim 12.

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