Game program, method and information processing device

The game program facilitates instant execution of player abilities by organizing game media sets and displaying operation units, addressing the limitation of unavailable abilities in battle sets and improving gameplay efficiency.

JP7789648B2Active Publication Date: 2025-12-22CYGAMES INC
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Patent Information

Application Number
JP2022152636
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-26
Publication Date
2025-12-22
Estimated Expiration
2041-08-06

AI Technical Summary

Technical Problem

In games where battles are conducted using a game media set selected from multiple sets, the ability assigned to a shortcut button may not be available in the set used for the battle, limiting the effectiveness of instant execution of player abilities.

Method used

A game program that allows players to organize and store a game media set before battle, enabling instant execution of selected game media by displaying an operation unit on the battle screen and executing associated effects with user input, and optionally allowing non-realtime execution with a separate selection process.

Benefits of technology

Reduces operational burden on players by enabling instant execution of advantageous game media effects with fewer steps, enhancing player immersion and reducing battle time.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program or the like that enables battles using an instant execution game medium operating unit. [Solution] A program for a game in which a battle is played using a game media set selected from two or more game media sets, the game media set being organized and stored before the start of the battle and including game media selected from among the game media owned by the user, the program causing a computer to execute the following steps: upon receiving a selection input selecting an instant-execution game media from the game media included in the game media set, store the selected game media as the instant-execution game media of the game media set; upon starting a battle using the game media set, display an instant-execution operation unit on the battle screen; and upon receiving a user operation on the instant-execution operation unit, execute an effect activation process associated with the instant-execution game media of the game media set.
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Description

[Technical Field]

[0001] The present invention relates to programs for games, and in particular to programs for games in which battles are conducted using a game media set selected from two or more game media sets, and to programs for games that enable battles using an instant execution game media operating unit. [Background technology]

[0002] Many games using information processing devices such as computers and smartphones have been released that allow players to gain an advantage by activating effects that can be executed by the player during battles with enemies. In such games, a game program is known that assigns a player's operation button as a shortcut button to one ability selected from multiple abilities of a player character PC, and enables the assigned ability to be instantly executed by pressing the operation button (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 4177401 Summary of the Invention [Problem to be solved by the invention]

[0004] In some known games, a player organizes a game media set containing game media selected from among the game media owned by the player, and battles are conducted using a game media set selected from the organized multiple game media sets. In such games, because the game media set to be used in a battle is selected from the multiple game media sets, even if a shortcut button is assigned to one of the abilities of the player character PC, the ability assigned to the shortcut button may not necessarily be available in the game media set used for the battle.

[0005] The present invention has been made to solve such problems, and its main purpose is to provide a program, etc. that enables battles using an instant execution game media operating unit in a game in which battles are conducted using a game media set selected from two or more game media sets. [Means for solving the problem]

[0006] 1. In order to achieve the above-mentioned object, one aspect of the present invention is a program for a game in which a battle is conducted using a game media set selected from two or more game media sets, the game media set being organized and stored before the start of the battle and including game media selected from among game media owned by the user, the program causing a computer to execute the following steps: when organizing the game media set, upon receiving a selection input selecting an instant-execution game media from the game media included in the game media set, storing the selected game media as the instant-execution game media of the game media set; when a battle is started using the game media set, displaying an instant-execution operation unit on the battle screen; and when receiving a user operation on the instant-execution operation unit, executing an effect activation process associated with the instant-execution game media of the game media set.

[0007] 2. Furthermore, the program described in paragraph 1 may further cause the computer to execute the following steps: displaying a non-realtime execution operation unit on the battle screen; when receiving a user operation on the non-realtime execution operation unit, displaying an effect activation game media selection screen for selecting game media included in the game media set; and when receiving a user operation to select game media on the effect activation game media selection screen, executing an effect activation process associated with the selected game media.

[0008] 3. Furthermore, the program described in paragraph 2 may be configured so that the effect activation game medium selection screen displays a game medium selection section for selecting each game medium, and the game medium selection section for the instant execution game medium displays information indicating that the game medium associated with the game medium selection section is set as the instant execution game medium.

[0009] 4. The program described in any one of paragraphs 1 to 3 displays a basic operation unit on the battle screen, and the program further causes a computer to execute the steps of determining whether or not instant execution game media is set in the game media set used in the battle, and, if it is determined that instant execution game media is set, displaying the instant execution operation unit instead of the basic operation unit.

[0010] 5. A program described in any one of paragraphs 1 to 4 may be configured such that the game media includes a first type of game media and a second type of game media, the first type of game media is associated with two or more skill activation processes, and the second type of game media is associated with one effect activation process, the game media set includes two or more of the first type of game media and two or more of the second type of game media, and the instantly executable game media is selected from the second type of media.

[0011] 6. One aspect of the present invention is a method for a game in which a battle is played using a game media set selected from two or more game media sets, the game media set being organized and stored before the start of the battle and including game media selected from among game media owned by a user, and the method includes causing a computer to perform the following steps: when organizing the game media set, upon receiving a selection input selecting an instant-execution game media from the game media included in the game media set, storing the selected game media as an instant-execution game media of the game media set; when a battle is started using the game media set, displaying an instant-execution operation unit on a battle screen; and when receiving a user operation on the instant-execution operation unit, executing an effect activation process associated with the instant-execution game media of the game media set.

[0012] 7. An information processing device as one aspect of the present invention is an information processing device for a game in which a battle is played using a game media set selected from two or more game media sets, the game media set being organized and stored before the start of the battle and including game media selected from among the game media owned by the user, and when the information processing device organizes the game media set, upon receiving a selection input to select an instant-execution game media from the game media included in the game media set, the information processing device stores the selected game media as the instant-execution game media of the game media set, and when a battle is started using the game media set, the information processing device displays an instant-execution operation unit on the battle screen, and upon receiving a user operation on the instant-execution operation unit, executes an effect activation process associated with the instant-execution game media of the game media set. [Effects of the Invention]

[0013] According to the present invention, in a game in which a battle is conducted using a game media set selected from two or more game media sets, when a user operation (player operation) is received on an instant execution operation unit, an effect activation process associated with the instant execution game media of the game media set can be executed, thereby reducing the operational burden on the player. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a system configuration diagram according to an embodiment of the present invention. [Figure 2] 1 is a hardware configuration diagram of an information processing apparatus according to an embodiment of the present invention; [Figure 3] 1 is a functional block diagram of an information processing apparatus according to an embodiment of the present invention; [Figure 4] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 5] 4 is a flowchart illustrating information processing according to an embodiment of the present invention. [Figure 6] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 7] 4 is a flowchart illustrating information processing according to an embodiment of the present invention. [Figure 8] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 9] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 10] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 11] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 12] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 13] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0015] A game system 1 according to an embodiment of the present invention will be described below with reference to the drawings. For the sake of convenience, more detailed explanation than necessary may be omitted in this specification. For example, detailed explanations of already well-known matters and redundant explanations of substantially identical configurations may be omitted.

[0016] The game system 1 can be realized by a system in which multiple information processing devices are connected via a network, but can also be realized by a single information processing device. First, an embodiment using a system connected to a network will be described. The information processing device can be, for example, an electronic device such as a computer, a smartphone, or a server.

[0017] Fig. 1 shows an example of the overall configuration of a game system according to one embodiment of the present invention. As shown in Fig. 1, the game system 1 includes a plurality of information processing devices, namely, player devices 10, and a server 20. The player devices 10 and the server 20 are connected to a network 2 such as the Internet and are capable of communicating with each other. The game system 1 of this embodiment will be described assuming a server-client system.

[0018] FIG. 2 is a block diagram showing the hardware configuration of a player device 10 and a server 20 according to one embodiment of the present invention. The player device 10 includes a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected via a bus 16. Note that an interface is interposed between the bus 16 and each component device as needed. In this embodiment, the player device 10 is a smartphone. However, the player device 10 can also be any electronic device, such as a tablet computer, a computer equipped with a contact-type input device such as a touchpad, or a game device, as long as it has the above configuration.

[0019] Similarly, the server 20 also includes a processor 21, a display device 22, an input device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Note that an interface is interposed between the bus 26 and each component device as needed. In this embodiment, the server 20 is realized by a computer.

[0020] The processors 11 and 21 control the overall operation of the player device 10 and the server 20, and are, for example, CPUs. Note that the processors 11 and 21 may be electronic circuits such as MPUs. The processors 11 and 21 perform various processes by reading and executing programs and data stored in the storage devices 14 and 24. In one example, the processors 11 and 21 are made up of multiple processors.

[0021] The display devices (displays) 12 and 22 display application screens and the like to the user (player) of the player device 10 or the user (administrator) of the server 20 under the control of the processors 11 and 21. A liquid crystal display is preferable, but an organic EL display, a plasma display, or the like may also be used.

[0022] The input devices 13, 23 are user interfaces that accept input from the user to the player device 10 and the server 20, and are, for example, a touch panel, a touch pad, a keyboard, or a mouse. In this embodiment, the player device 10 is a smartphone, so the player device 10 is equipped with a touch panel as the input device 13, which also functions as the display device 12, and the display device 12 and the input device 13 are integrated into one structure. The display device 12 and the input device 13 may also be separate devices located in different positions. The server 20 is a computer, so it is equipped with a keyboard and a mouse as input devices and a liquid crystal display as a display device.

[0023] The storage devices 14, 24 are storage devices provided in a typical smartphone or computer, including RAM, which is a volatile memory, and ROM, which is a non-volatile memory. The storage devices 14, 24 may also include external memory. For example, the storage device 14 stores a browser program and a game program, and the storage device 24 stores a server game program. The browser program and the game program are started in response to a user's operation on the player device 10, and are executed on an operating system (OS) pre-installed on the player device 10. The server game program includes functions and various data for performing information processing so as to appropriately progress the game on the browser program and the game program executed on each client electronic device.

[0024] In one example, the storage devices 14, 24 include a main storage device and an auxiliary storage device. The main storage device is a volatile storage medium capable of high-speed reading and writing of information, and is used as a storage area and a working area when the processors 11, 21 process information. The auxiliary storage device stores various programs and data used by the processors 11, 21 when executing each program. The auxiliary storage device is, for example, a hard disk drive, but may be any non-volatile storage or non-volatile memory capable of storing information, and may be removable. The auxiliary storage device stores, for example, an operating system (OS), middleware, application programs, and various data that may be referenced in the execution of these programs.

[0025] The communication devices 15, 25 exchange data with other devices via a network 2 (omitted in FIG. 2). For example, the communication devices 15, 25 connect to the network 2 via wireless communication such as mobile communication or wireless LAN. The player device 10 uses the communication device 15 to communicate with the server 20 via the network. The communication devices 15, 25 may also perform wired communication using an Ethernet (registered trademark) cable or the like.

[0026] FIG. 3 shows an example of a functional block diagram of a player device 10 and a server 20 according to an embodiment of the present invention. The player device 10 includes an input unit 31, a display unit 32, a communication unit 33, and a game control unit 34, and the server 20 includes an input unit 41, a display unit 42, a communication unit 43, and a game control unit 44. In this embodiment, these functions are realized by the processors 11 and 21 executing programs. For example, the programs that are executed are browser programs and game programs stored in the storage devices 14 and 24. As various functions are realized by the execution of programs in this way, part or all of one part (function) may be possessed by another part. These functions may also be realized by hardware by configuring electronic circuits or the like to realize part or all of each function.

[0027] The input units 31, 41 are configured using the input devices 13, 23, and accept input from the user to the player device 10 and the server 20. The player device 10 and the server 20 accept user input via the input units 31, 41. In this embodiment, the player device 10 can use a touch detection function that is generally provided in smartphones equipped with a touch panel.

[0028] The display unit 32 displays a game screen on the display device 12, and displays the game screen in response to the progress of the game and user operations (player operations). The game control unit 34 performs control processing for executing the game of this embodiment and stores various data required for the processing. In this embodiment, a browser program is used to process input / output information to the user and to process signals transmitted / received to the server 20. When a game application is installed on the player device 10 and a game is executed, the game control unit 34 realized thereby executes various information processes for executing the game, such as managing the progress of the game and data.

[0029] The display unit 42 displays a management screen for the game administrator on the display device 22 as needed. The game control unit 44 performs processing for the game executed on the player device 10 of this embodiment. In one example, when a browser is launched on the player device 10, the game control unit 34 is implemented, and the server 20 is accessed to progress the game, the game control unit 44 transmits and receives data periodically or as needed to progress the game. For example, the game control unit 44 stores control processing and various data required to execute the game of this embodiment, and provides the control processing and various data to the player device 10 as appropriate. The various data include information about the game media and the game media set.

[0030] In this embodiment, one game media set can include two types of game media sets, with the first type including character game media and the second type including item game media. Here, the item game media is assumed to be summon stones, but may also be weapons or other items.

[0031] The game control unit 44 stores basic information about the first and second types of game media as information common to all players. Here, a CID is an identifier for the first type of game media, and an IID is an identifier for the second type of game media, both unique to all players. The game control unit 44 stores skill activation processes, effect activation processes, and the like, in association with each CID and IID. Two or more skill activation processes are associated with the CID for each first type of game media, and one effect activation process is associated with the IID for each second type of game media. Furthermore, for example, image information, audio information, and the like representing game media and effects are stored in association with the CID and RID. In this embodiment, the second type of game media (item game media) stores a main setting enhancement effect that is activated when the second type of game media is set as the main.

[0032] The game control unit 44 also stores information on game media and game media sets stored for each player. Examples of this information are shown in Tables 1 to 3.

[0033] [Table 1] [Table 2] [Table 3]

[0034] Tables 1 and 2 are examples of tables showing the first and second types of game media owned by a player, and are stored in the game control unit 44. Table 3 is an example of a table showing a game media set. Tables 1 to 3 are created for each player and stored in the game control unit 44 in association with each player ID.

[0035] In Table 1, RCID is a player's identifier for the first type of game media owned by that player, and is uniquely assigned to each player identifier. For example, RCIDs are assigned in the order in which players acquire the first type of game media and register their CIDs in Table 1. The RCID is further stored in association with the Lv (level), attack power, and HP (hit points) of the first type of game media identified by the CID.

[0036] In Table 2, RIID is a player's identifier for the second type of game media owned by that player, and is uniquely assigned to each player identifier. For example, RIIDs are assigned in the order in which players acquire second type of game media and register IIDs in Table 2. The RIID is further associated with and stored as the level, attack power, and HP of the second type of game media identified by the IID. A single player may own two or more game media identified by the same IID. Even if the IIDs are the same, they can be distinguished and stored by the RIID.

[0037] Tables 1 and 2 are not limited to these parameters and may include other parameters, or may not include all or some of these parameters. As the player progresses through the game, the level of the game content increases, and as the level increases, attack power and HP increase, allowing the player to progress through the game advantageously.

[0038] The attack power and HP in Tables 1 and 2 may be calculated as needed based on the Lv, CID, and IID, rather than being stored in Tables 1 and 2. In addition, information such as skill activation processing common to all players stored in the game control unit 44 may be included in Tables 1 and 2.

[0039] Table 3 is a table of information indicating a game media set. A game media set includes one or more first-type game media and two or more second-type game media. Here, up to four first-type game media and up to five second-type game media can be included. A game media set may include only one type of game media, or three or more types. A game media set may include one or more types of game media. In Table 3, SID indicates the identifier of the game media set, and RCID1-4 and RIID1-5 indicate that the set includes game media identified by the SSID.

[0040] The QID is information indicating the game media set as instant execution game media. Game media that can be set as instant execution game media are a second type of game media set associated with that game media set. Therefore, the QID can be set to any of RIID1 to 5. If no RIID is set, the QID is set to null, indicating that no instant execution game media is set. For example, when SID=0, QID=RI18 indicates that the game media with RIID1 is set as instant execution game media. When SID=2, QID=null indicates that no instant execution game media is specified.

[0041] Here, only the second type of game media set can be set as the instant execution game media. The first type of game media may also be set as the instant execution game media by associating only one skill activation process with the first type of game media. Either the first type of game media or the second type of game media may be selected as the instant execution game media. Even when two or more skill activation processes are associated, the process to be executed based on a certain rule can be set as the instant execution game media. For example, it may be set in advance which of the two or more skill activation processes is to be instant execution.

[0042] When a battle is started using a game media set, the game control unit 44 displays an instant execution operation unit on the battle screen, and when it receives a user operation on the instant execution operation unit, it executes an effect activation process associated with the instant execution game media of the game media set.

[0043] Next, we will explain the information processing for organizing a game media set executed in game system 1 according to one embodiment of the present invention. The game system in this embodiment is a system for a game in which a player battles an enemy character using a game media set organized with two or more game media selected from a plurality of game media available to the user. A player can organize two or more game media sets, organize the game media sets and store them in game control unit 44 before starting a battle, and select one of the game media sets when starting a battle.

[0044] First, a player who wishes to organize a game media set performs a user operation input for a game media set organization request on the game screen displayed on the display device 12 of the player device 10, and the game media set organization request is transmitted to the server 20. The game media set organization request includes an SID determined based on information specified by the player. Upon receiving the game media set organization request, the server 20 transmits game media set organization screen information to the player device 10 for organizing a game media set associated with the SID included in the received request. The player device 10 displays a game media set organization screen on the display device 12 based on the received information. An example of the game media set organization screen is shown in FIG. 4.

[0045] In FIG. 4, touching user operation unit 57 to input an operation displays a formation screen for setting the formation of character game media (first type of game media), and touching user operation unit 58 displays a formation screen for setting the formation of item game media (second type of game media). Formation screen 50 in FIG. 4 is an example of a formation screen for the second type of game media. User operation units 51-55 show currently set item game media (summon stone media) 1-5, and touching each user operation unit allows the corresponding item game media to be changed. Item game media 1 associated with user operation unit 51 is an item set as a main item, and when a battle begins, the item game media set as the main item can obtain a main setting strengthening effect that is preset for the main setting.

[0046] When the player touches the instant-execution game media selection request operation unit 56 to perform an operation input, the instant-execution game media selection process can be started. The instant-execution game media selection process will be described using the flowchart shown in FIG. 5. When the player touches the instant-execution game media selection request operation unit 56, a request to display a selection screen for selecting instant-execution game media is transmitted to the server 20 (S101). Upon receiving this request, the server 20 transmits instant-execution game media selection screen information to the player device 10 (S102). The player device 10 then displays the instant-execution game media selection screen (S104). An example of the instant-execution game media selection screen is shown in FIG. 6. In this embodiment, instant execution is referred to as quick summon, and item game media set for quick summon are referred to as quick summon stones.

[0047] In the game screen 60 shown in FIG. 6, a pop-up screen 68 for selecting game media for immediate execution is displayed superimposed on the game media set organization screen of FIG. 4. User operation units 61 to 65 indicate currently set item game media (summon stone game media) 1 to 5. Touching each user operation unit makes it possible to select the game media for immediate execution. Information indicating the game media currently set as a selection candidate can be displayed. In FIG. 6, the user operation unit 61 is displayed with a thick frame surrounding it, indicating that the user operation unit 61 is set as a selection candidate. Furthermore, the "Q" displayed on the user operation unit 61 indicates that the game media shown on the user operation unit 61 is currently set as the game media for immediate execution.

[0048] After a user inputs a selection candidate by performing a user operation on one of the user operation units 61-65, the user performs a user operation on the decision operation input unit 67, and a selection input for setting the game media associated with the selected user operation unit as an instant execution game medium is transmitted to the server 20 (S106). The server 20 receives this and stores the selected game medium as an instant execution game medium of the identified game medium set (S108). Each time a selection candidate is selected, communication with the server 20 may be performed to update the game screen.

[0049] As an example of specific processing, the RIID of the selected game media is registered in the QID field for the target SID in Table 3. After the server 20 stores the instant execution game media, it transmits game media set organization screen information (S110), and the player device 10 returns to the state displaying the game media set organization screen shown in Fig. 4 (S112). Although the flow when an operation input is made to the cancel operation unit 66 is omitted in Fig. 5, the screen returns to the game media set organization screen shown in Fig. 5 without setting the instant execution game media.

[0050] Next, the information processing for executing a battle executed in the game system 1 according to one embodiment of the present invention will be described with reference to the flowchart shown in Fig. 7. When a player performs an operation input on an operation unit for starting a battle on the player device 10, a request to start the battle is transmitted to the server 20 (S201).

[0051] The battle start request includes a set of game media to be used in the battle. The set of game media to be used in the battle may include game media included in a game media set selected by the player from pre-organized game media sets stored in game control unit 44, as well as a second type of game media owned by another player.

[0052] For example, the game media set information included in the battle start request may include, in addition to the information included in Table 3 associated with the selected SID, the player identification information (PID) of the other player selected by the player initiating the battle and the RIID of the second type of game media possessed by that other player. Upon receiving the battle start request, the server 20 generates data on the game media set to be used in the battle. An example of the generated data is shown in Table 4.

[0053] [Table 4]

[0054] In addition to RCID1-4 and RIID1-5 included in the selected game media set, the game media owned by the other selected player is set to RIID6. RIID6 is an item owned by the other player and indicates the other player's player identifier (P6128) and the RIID (RI162) associated with that player identifier. The game media set used in the battle may be determined by server 20, or it may not use game media owned by the other player. Table 4 may also include information such as attack power associated with each game media, or Table 3, etc. may be referenced using the game media set identifier and the other player's identifier without generating Table 4.

[0055] The server 20 determines whether or not instant execution game media is set in the game media set used in the battle (S202). A basic operation unit is displayed on the battle screen, and if instant execution game media is set in the game media set used in the battle, the server 20 generates battle screen information for displaying instant execution operation units instead of one or more basic operation units and transmits it to the player device 10 (S204). The basic operation units are one or more operation units that are displayed when instant execution game media is not set. If instant execution game media is set, an instant execution operation unit may be displayed in addition to all basic operation units.

[0056] The player device 10 displays the battle screen on the display device 12 based on the received battle screen information (S206). Figures 8 and 9 show examples of player operation areas included in the battle screen. A player operation area is an area on the battle screen that includes one or more player operation units. The battle screen may include two or more player operation areas, or may include individual player operation units. The player operation area may also include display areas other than the user operation units. Figure 8 shows a player operation area 80 when instant execution game media is not set, and Figure 9 shows a player operation area 90 when instant execution game media is set.

[0057] 8 and 9, player operation units 81 to 84 represent the first type of game media (player characters) 1 to 4 included in the game media set used in the battle, and are operation units that accept user operation inputs corresponding to each game media. Player operation unit 85 is a non-real-time execution operation unit that accepts operation inputs for selecting a player operation related to a second type of game media for executing an effect activation process.

[0058] The player operation unit 86 is an operation unit that accepts a player operation input for recovering the HP of the first type of game medium (player character) during battle. The player operation unit 87 is an operation unit for selecting whether to execute a special attack, which is a powerful attack executed by the player character during battle, when the conditions for the special attack are met, or whether to postpone execution even when the conditions are met. The player operation unit 88 is a battle effect display selection unit, and is an operation unit for selecting whether to display the full battle screen effect or a simplified effect when executing a special attack. The player operation units 81 to 88 are basic operation units. The battle screen may also include a basic operation unit, such as a player operation unit (not shown) for executing attack processing by the player character.

[0059] 9 is an instant execution operation unit that receives player operation input for executing an effect activation process associated with the instant execution game media of the game media set being used in the battle. In this embodiment, when it is determined that instant execution game media has been set, the instant execution operation unit 98 is displayed in place of the battle effect display selection unit 88 among the basic operation units 81-88. However, the instant execution operation unit 98 may be displayed in place of the other basic operation units, or may be displayed in addition to the basic operation units 81-88.

[0060] When the player device 10 displays the battle screen, it waits for an operation input from the player (S208). When the player touches the player operation unit to perform an operation input, the player device 10 responds by transmitting the player operation input to the server 20 (S210). When the player operation input is received (S211), the server 20 determines which player operation input has been performed (S212). Then, the server 20 executes information processing based on the player operation determined by the determination of the player operation input (S214), and generates new battle screen display information based on the executed information processing and transmits it to the player device 10 (S216).

[0061] The player device 10 updates the battle screen displayed on the display device 12 based on the received battle screen display information (S220). The server 20 determines whether the battle has ended as a result of the player operation process (S214) (S222). For example, it determines whether the HP of the player character or the enemy character has reached zero, and if so, it determines that the battle has ended. If it is determined that the battle has ended, it transmits a battle end instruction to the player device 10 (S224).

[0062] The server 20 further executes processing to end the battle (S226). For example, it can transmit screen information indicating that the battle has ended to the player device 10. The player device 10 determines whether or not an instruction to end the battle has been received (S228), and if so, executes processing to end the battle based on the information from the server 20. For example, it displays a screen indicating that the battle has ended, and transitions to the next game screen (S226). If the battle has not ended, it returns to waiting for player operation (S208, S211).

[0063] In S208, when a player operation input is made to the player operation unit 85 as a player operation input, it is determined that the player operation input is for selecting game media of the second game type (S212), and information for displaying an effect activation game media selection screen for selecting game media of the second type included in the game media set being used is generated (S214) and transmitted to the player device 10 (S216). Based on this, the player device 10 updates the battle screen display to include the effect activation game media selection screen (S220), and waits for the next player operation (S206).

[0064] An example of the effect activation game media selection screen is shown in Figure 10. On the effect activation game media selection screen, player operation units 1001 to 1006 are displayed as second-type game media selection units, and each player operation unit is associated with a second-type game media included in the game media set.

[0065] Among the second-type game media selection units, a player operation unit associated with a game medium set as an instant-execution game medium can present information indicating that the game medium associated with that player operation unit has been set as an instant-execution game medium. For example, in Figure 10, "QUICK" is displayed on the player operation unit 1001, indicating that the game medium associated with that player operation unit 1001 has been set as an instant-execution game medium.

[0066] In this embodiment, when a player operation input associated with a second type of game media among the player operation units 1001-1006 is performed to execute the effect activation process, a confirmation message pops up asking whether or not to execute the effect activation process, and when the confirmation operation unit is touched (S208), the player operation input is transmitted (S210). Then, it is determined that the player operation is for activating an effect associated with the second type of game media corresponding to the selected player operation unit (S212), and the effect activation process is executed (S214).

[0067] The effect activation process may be, for example, a process of attacking an enemy character to reduce the enemy character's HP, a process of increasing the attack power of the player character by a predetermined percentage, etc. Although the selection inputs of the player operation units 1001 to 1006 and the touch inputs to the confirmation operation units in the pop-up display are executed by processing within the player device 10, each operation input may be treated as an independent operation input and the processing of S208 to S228 may be executed.

[0068] When the effect activation process is identified and executed, the battle display information is updated based on this and transmitted to the player device 10 (S216). For example, if the effect activation process is an attack on an enemy character and a process of reducing the enemy character's HP, screen display information including effect animation information representing the attack on the enemy character and information indicating the reduced HP of the enemy character is transmitted to the player device 10. Based on this, the player device 10 displays the effect animation on the display device 12, and displays a screen including information indicating the reduced HP of the enemy character (S220).

[0069] If the player operation input is an operation input to the player operation unit (real-time execution operation unit) 98, an effect activation process associated with the real-time execution game media set in the game media set being used in the battle is executed. When the player touches the player operation unit 97 to perform an operation input, the real-time execution player operation is transmitted to the server 20 (S210) and determined to be a real-time execution player operation (S212, S212). The server 20 refers to Table 4 stored in the game control unit 44 to identify the real-time execution game media in the game media set being used in the current battle. For example, referring to Table 4, it identifies QID=RI18 as the real-time execution game media.

[0070] The game control unit 44 refers to Table 2 based on the identified QID to identify the item identifier IID of the instant-execution game medium, and further executes the effect activation process associated with the item identifier IID based on the information stored in the game control unit 44.

[0071] Therefore, when executing an effect activation process associated with an instant execution game medium, three user operations are required if the process is executed via the non-instant execution operation units 85, 1101 to 1106 and the confirmation operation unit, whereas the process can be executed with a single user operation if the instant execution operation unit 98 is used.

[0072] Some games require players to compete with other players to see who can earn the most points by winning battles against enemy characters within a certain period of time, or to battle a certain enemy character multiple times to obtain necessary in-game items, a process known as "round play." In such games, if a single battle takes too long or requires too many steps (user inputs), the player may feel stressed and lose interest in the game, which may ultimately lead to a decrease in the number of active players of the game. Therefore, maintaining a player's immersion in the game by reducing the time and steps required for a single battle as much as possible is an extremely important issue for game systems.

[0073] Even if an effect associated with the second type of game media is advantageous to the player, requiring multiple user operations to activate the effect may result in an increase in the time and effort required to complete the battle. For this reason, even if an effect associated with the second type of game media is advantageous to the player, it may be more efficient overall to conduct the battle without executing the process to activate the effect, and the effect activation process may not be executed.

[0074] When the non-realtime execution operation units 85, 1101-1106 and the confirmation operation unit are used to execute the effect activation process, three user operations are required, as described above. In contrast, by using the realtime execution operation unit 98, the effect activation process associated with the realtime execution game media can be executed with just one user operation on the realtime execution operation unit 98, thereby reducing the stress on the player and shortening the time required for the battle. Furthermore, because effects advantageous to the player can be executed with fewer steps, the execution of the effect activation process associated with the realtime execution game media is encouraged, and the activated effects allow the battle to proceed in an advantageous state, further shortening the time required for the battle.

[0075] In this embodiment, battles are so-called turn-based. That is, the player and enemy character take turns taking actions, with one turn consisting of the player's action and the enemy character's action. Once the effect activation process of the second type of game media is executed, it cannot be executed again until a predetermined number of turns have passed. The number of turns required is determined for each game medium. As shown by the real-time execution operation unit 1108 in FIG. 11, when the effect activation process of the real-time execution game media is executed, operations on the real-time execution operation unit are disabled, and the number of turns remaining until the next effect activation process can be executed can be displayed. The number of remaining turns decreases with each turn, and when it reaches zero, the disablement is canceled and the effect activation process can be executed again.

[0076] Furthermore, for a given second type of game media, the effect activation process may be allowed to be executed only once per battle. When the effect activation process of a game media set as an instant execution game media is executed, once the effect activation process has been executed, operations on the instant execution operation unit may be disabled as shown in the instant execution operation unit 1208 in Fig. 12, and "Summoning not permitted" may be displayed to indicate that the effect activation process cannot be executed again.

[0077] In this embodiment, the player character identified by RCID1 is the main character, and when the main character's HP reaches zero and the main character is unable to fight, all effect activation processes of the second type of game media cannot be executed. When the main character is unable to fight, operations on the immediate execution operation unit are disabled as shown in immediate execution operation unit 1308 in Figure 12, and the message "Summoning not possible" is displayed to indicate that the effect activation process cannot be executed.

[0078] By using this embodiment, an instant-execution game medium is set for each game medium set, so even if multiple game medium sets are organized and the game medium set used for each battle changes, it is possible to execute the effect activation process associated with the instant-execution game medium.

[0079] Furthermore, by using the instant execution operation unit, the number of user operations required to execute an effect activation process advantageous to the player can be reduced, reducing the complexity of player operations and shortening the time required for the battle. Furthermore, because advantageous effects can be executed with fewer operations, the execution of the effect activation process associated with the instant execution game medium is encouraged, and the activated effects allow the battle to proceed in an advantageous state, further reducing the time required for the battle. This increases the player's sense of immersion in the game and increases the number of active players.

[0080] In the above embodiment, an example has been described in which the player device 10 uses a browser program to allow a user to play a game. However, the player device 10 may store a game program in the storage device 14 and execute the game to perform information processing for progressing through the game. The game program includes a game program for executing the game and various data referenced when the game program is executed. The game program is started in response to a user's operation on the player device 10, and is executed on an operating system (OS) pre-installed on the player device 10. In this case, at least some of the functions of the game control unit 44 of the server 20 in the above embodiment may be provided in the game control unit 34 of the player device 10.

[0081] In yet another embodiment, the player device 10 may execute all of the functions of the server 20, such as the game control unit 44, so that a game can be run on a single player device 10 without communicating with the server 20. Alternatively, a player device 10 may communicate with other player devices 10 without communicating with the server 20, allowing a player to play a competitive game with other players.

[0082] In the processes or operations described above, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain step. Furthermore, the embodiments described above are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit of the invention. [Explanation of symbols]

[0083] 1: Game system, 2: Network, 10: Player device, 11: Processor, 12: Display device, 13: Input device, 14: Storage device, 15: Communication device, 16: Bus, 20: Server, 21: Processor, 22: Display device, 23: Input device, 24: Storage device, 25: Communication device, 26: Bus, 31: Input unit, 32: Display unit, 33: Communication unit, 34: Game control unit, 41: Input unit, 42: Display unit, 43: Communication unit, 44: Game control unit

Claims

1. A program for a game in which a battle is played using a game media set including game media, the program being executed on a computer, a step of receiving a selection input for selecting an instant-execution game medium from the game media included in the game media set when organizing the game media set, and storing the selected game medium as an instant-execution game medium of the game media set; When a battle is started using the game media set, displaying an immediate execution operation unit on a battle screen; executing an effect activation process associated with the instant execution game media of the game media set when a user operation is received on the instant execution operation unit; a step of invalidating an operation on the real-time execution operation unit after the step of executing the effect activation process, and displaying, on the real-time execution operation unit, a condition under which the effect activation process associated with the real-time execution game medium can be executed next; displaying a non-real-time execution operation unit on the battle screen; a step of displaying an effect activation game media selection screen for selecting game media included in the game media set when a user operation is received on the non-real-time execution operation unit; receiving a user operation to select a game medium on the effect activation game medium selection screen, and executing an effect activation process associated with the selected game medium; A program characterized by causing a program to be executed.

2. The program described in claim 1, characterized in that the effect activation game media selection screen displays a game media selection section for selecting each game media, and the game media selection section for the instant execution game media displays information indicating that the game media associated with the game media selection section is set as the instant execution game media.

3. A basic operation section is displayed on the battle screen, The program further includes: determining whether or not instant execution game media is set in the game media set used in the battle; a step of displaying the real-time execution operation section in place of the basic operation section when it is determined that the real-time execution game medium has been set; 3. The program according to claim 1, wherein the program executes the following steps.

4. The game media include a first type of game media and a second type of game media; Two or more skill activation processes are associated with the first type of game media, and one effect activation process is associated with the second type of game media; The game media set includes one or more first types of game media and two or more second types of game media; The instant-play game medium is selected from a second type of medium.

4. The program according to claim 1, wherein the program is a program for executing a program for executing a program.

5. 1. A method for a game in which a battle is conducted using a game media set including game media, the method comprising: a step of receiving a selection input for selecting an instant-execution game medium from the game media included in the game media set when organizing the game media set, and storing the selected game medium as an instant-execution game medium of the game media set; When a battle is started using the game media set, displaying an immediate execution operation unit on a battle screen; executing an effect activation process associated with the instant execution game media of the game media set when a user operation is received on the instant execution operation unit; a step of invalidating an operation on the real-time execution operation unit after the step of executing the effect activation process, and displaying, on the real-time execution operation unit, a condition under which the effect activation process associated with the real-time execution game medium can be executed next; displaying a non-real-time execution operation unit on the battle screen; a step of displaying an effect activation game media selection screen for selecting game media included in the game media set when a user operation is received on the non-real-time execution operation unit; receiving a user operation to select a game medium on the effect activation game medium selection screen, and executing an effect activation process associated with the selected game medium; A method characterized by causing the execution of the following.

6. An information processing device for a game in which a battle is played using a game media set including game media, When organizing a game media set, upon receiving a selection input for selecting an instant-execution game medium from the game media included in the game media set, the selected game medium is stored as the instant-execution game medium of the game media set; When a battle is started using the game media set, an immediate execution operation unit is displayed on the battle screen; When a user operation is received on the real-time execution operation unit, an effect activation process associated with the real-time execution game media of the game media set is executed; after the effect activation process is executed, invalidating the operation on the real-time execution operation unit, and displaying, on the real-time execution operation unit, a condition under which the effect activation process associated with the real-time execution game medium can be executed next; displaying a non-real-time execution operation unit on the battle screen; When a user operation is received via the non-real-time execution operation unit, an effect activation game media selection screen is displayed for selecting game media included in the game media set; When a user operation of selecting a game medium on the effect activation game medium selection screen is accepted, an effect activation process associated with the selected game medium is executed. An information processing device characterized by:

Citation Information

Patent Citations

  • VIDEO GAME PROCESSING DEVICE, VIDEO GAME PROCESSING METHOD, AND VIDEO GAME PROCESSING PROGRAM

    JP4177401B2