program
The program and game device address unfairness in competitive games by dynamically changing game elements and event probabilities based on secondary game results, ensuring fairness and enhancing entertainment value.
Patent Information
- Application Number
- JP2024206544
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-27
- Publication Date
- 2026-01-07
- Estimated Expiration
- 2044-03-29
AI Technical Summary
Existing competitive games may lack fairness due to advantages being determined by the type of game media owned, potentially leading to unfair gameplay.
A program and game device that dynamically change game elements and event information based on the results of a secondary game, ensuring fairness and entertainment value by adjusting game progress and event occurrence probabilities.
Ensures fairness and enhances entertainment value by dynamically adjusting game elements and event probabilities based on player performance in a secondary game.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device, and more particularly to an electronic game. [Background technology]
[0002] 2. Description of the Related Art There is an information processing device that executes games with different difficulty levels according to the type of game content determined by lottery, and provides the game content according to the results of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2024-027483 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in a competitive game in which players compete against each other using game media, a configuration such as that in Patent Document 1 in which advantages and disadvantages in the progress of the game are determined depending on the type of game media may result in an advantage being determined for players who own a specific type of game media, and there is a possibility that the fairness of the game may not be guaranteed.
[0005] An object of the present invention is to provide a program and a game device that realize a game that ensures fairness and entertainment value. [Means for solving the problem]
[0006] One embodiment of the present invention provides a program that causes a computer executing a game including a first type of game and a second type of game to execute the following processes when executing the game: an acquisition process that acquires first information regarding game elements used in the first type of game and second information regarding the player; an execution process that executes the game; and a change process that changes at least one of the first information and the second information depending on the results of playing the game, wherein the first information is information used to determine the progress of the first type of game, and the second information is information used to determine events that occur in the first type of game, the change process changes the first information and the second information depending on the results of playing the second type of game, and the execution process controls the progress of the first type of game based on the first information and the second information. [Effects of the Invention]
[0007] According to the present invention, it is possible to realize a game that ensures fairness and entertainment value. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 2] 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Figure 3] FIG. 1 is a diagram illustrating a placement area provided in a placement unit 200 according to an embodiment and a modification of the present invention; [Figure 4] 10A and 10B are diagrams illustrating displays related to the auxiliary game according to the embodiment and modified example of the present invention; [Figure 5] 1 is a flowchart illustrating a fighting action process executed in the game device 100 according to an embodiment and a modification of the present invention; DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.
[0010] In the embodiment described below, the present invention is applied to a game device having a display unit and a mount unit on which a game medium can be placed, as an example of a game device. However, the present invention can be applied to any device having a display unit and a mount unit.
[0011] <Hardware configuration of the game device> FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to this embodiment.
[0012] The control unit 101 is a processor such as a CPU, and performs operation control of each piece of hardware included in the game device 100, and control related to the realization of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the relevant control by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it.
[0013] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the game device 100, programs related to the game that provides the play experience, as well as parameter information required to realize various controls and various data related to the game that provides the play experience. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0014] The GPU 104 is a rendering device that executes various rendering processes related to the generation of game screens and other screens and images presented during the game play experience. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images including screens. The screens and images generated by the GPU 104 are presented to the player by being displayed on a display device, for example, included in a presentation device 110 provided in the game device 100.
[0015] Presentation device 110 is a device equipped with an information presentation function included in game device 100. In one aspect, presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104. Furthermore, the means for presenting information in game device 100 is not limited to those that realize visual information presentation, such as a display device or a lighting device, and may include other types of information presentation means, such as an audio output device such as a speaker that realizes auditory information presentation, or a force feedback device that realizes tactile information presentation. In this case, the information to be presented may be, for example, data read from storage device 102 or data configured by control unit 101 as needed.
[0016] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In one aspect, operation I / F 105 includes operation members such as a button for entering a decision or a button for selecting an input, various sensors, etc. Furthermore, in an aspect in which presentation device 110 includes a display device capable of detecting touch input, operation I / F 105 includes a touch input detection sensor provided on the display device.
[0017] The communication I / F 106 is a communication interface with an external device provided in the game device 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. The information communication performed by the communication I / F 106 may be performed either wired or wireless, and in the latter case, may include, for example, short-range wireless communication or proximity wireless communication.
[0018] The payment device 120 is a device that accepts payment of the price for using the game device 100. The price can be treated as having been paid, for example, when a predetermined amount of coins or an equivalent coin is inserted into an insertion slot (not shown), or when a payment process based on communication with a chip related to predetermined electronic money is completed. When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. Unless otherwise specified in the following description, when the game device 100 detects that a price has been paid while in a state where it is not being used by any player (standby state), it will switch its state to a state where it is able to provide a game play experience and start providing services to the player.
[0019] The reader 130 is a device provided in the game device 100 for acquiring information from a real object. The information acquisition method of the reader 130 can be, for example, a method of reading a code attached to the exterior of the real object using an imaging device. In another aspect, the information acquisition method of the reader 130 can be any information acquisition method, such as a method of reading information from a predetermined chip built into the real object, or a method of monitoring the input state of a predetermined switch or the conduction state of a connection terminal in the attachment portion when the real object is attached to the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and used, for example, to control the progress of the game or the content of the services provided.
[0020] The providing device 140 is a device equipped with a function of providing real items stored in advance. The game device 100 of this embodiment is configured so that, when a predetermined condition is met, such as when service provision starts, the providing device 140 provides a predetermined number of real items under the control of the control unit 101. In one aspect, the providing device 140 can provide the real items stored in a built-in stocker in the order in which they were stored. In another aspect, the providing device 140 can provide the stored real items after performing predetermined processing. In one aspect, the real items provided by the providing device 140 can be items to which information that can be acquired by the reader 130 is attached.
[0021] In this embodiment, the hardware configuration is described as being built into the housing of the game device 100, but the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, payment device 120, reader 130, and provision device 140 may be provided outside the housing of the game device 100 and configured to be usable by being connected to the game device 100.
[0022] <<Appearance of the Game Device>> 2 shows the external configuration of game device 100 of this embodiment. As shown in the figure, game device 100 of this embodiment is provided with display unit 300 including three display panels 111, 112, and 113 as presentation device 110, and mounting unit 200 including flat panel 114. That is, display panel 111, display panel 112, display panel 113, and flat panel 114 are configured to be able to display images (screens) generated by GPU 104, and are configured to be able to change the display depending on, for example, the state of game device 100 or the progress of the game.
[0023] <Configuration of the placement section> The placing unit 200 has a flat surface (placing surface) on which a game medium can be placed. In the game device 100 of this embodiment, a player can place a game medium (actual item) on the placing surface of the placing unit 200 to play a game. In the example shown below, the game medium that can be used in the game will be described as a game card.
[0024] Each game card is associated with one of the characters that can appear in the game. By placing the game card that the player wishes to use on the placement unit 200, the character associated with that game card can appear in the game and be used. That is, in the game device 100 of this embodiment, the reader 130 is configured to be able to acquire information from the game card placed on the placement surface of the placement unit 200.
[0025] Game cards that can be used in the game device 100 have a defined front and back sides, and for example, information about a character associated with the game card may be attached as two-dimensional information (a code) to the back side. In this case, the player can cause the reader 130 to acquire the information attached to the game card by placing the game card on the placement unit 200 with the back side facing the placement surface. The reader 130 can acquire position information of the game card on the placement surface, or information about the area where the game card is placed, and information identifying the character associated with the game card, by detecting the code pattern from an image captured from the back of the placement surface, for example. Furthermore, the reader 130 can detect a movement operation of the game card by continuously detecting the position of the game card.
[0026] A plurality of placement areas are provided on the placement surface of the placement unit 200. In one aspect, the plurality of placement areas are clearly indicated by a display image 310, as shown in FIG. 3, displayed on the flat panel 114, which indicates the boundaries of each placement area. As shown in the figure, the display image 310 can show an area 320 on the placement surface as being separated into a plurality of placement areas by boundary lines 311 and 312. In the example shown in the figure, the boundary lines 311 and 312 are positioned at positions that divide the fan-shaped area 320 in the display image 310 into thirds, and define placement areas 321, 322, and 323. In other words, the placement areas do not need to be clearly indicated at all times while the game device 100 is in operation, but can be configured to be visible to the player by changing the display on the flat panel 114.
[0027] In one aspect, the reader 130 may be configured to be able to detect in which placement area a game card placed on the placement unit 200 is placed. Note that, in this embodiment, the description will be made assuming that the area in which the game card is placed is detected in placement area units as shown in Fig. 3, but the implementation of the present invention is not limited to this. It will be understood that the reader 130 may be able to detect in which area of an arbitrary size defined on the placement surface of the placement unit 200 the game card is present, based on information about the position on the placement surface identified by code detection of the game card.
[0028] In addition, the placement surface of the placement unit 200 of this embodiment is configured to be able to detect a touch operation. To detect a touch operation, for example, a touch input detection sensor provided on the placement surface (or the flat panel 114), or an infrared camera that captures an image of the placement surface from the back side of the placement surface via the flat panel 114, can be used. In an aspect in which an infrared camera is used to detect contact of a human body with the placement surface, the infrared camera may be configured to be able to double as the reader 130.
[0029] Therefore, the placing unit 200 of this embodiment functions as an input interface capable of receiving two types of operation inputs. Specifically, the placing unit 200 functions as an input interface capable of receiving two types of operation inputs: an operation input based on the movement of a game card placed on the placing surface as an operation member (hereinafter referred to as a card operation input), and an operation input based on human contact with the placing surface itself as an operation member (hereinafter referred to as a touch operation input).
[0030] These operation inputs are common in that they are all received via the placement surface of the placement unit 200 and are used to control the progress of the game, but differ in that the areas on the placement surface where inputs are possible are divided.
[0031] As described above, each game card that can be used in the game device 100 of this embodiment is associated with a character that appears in the game, and so placing the game cards on the placement unit 200 and using them contributes to providing an element of excitement for the game. That is, the card operation input accepted via the game cards in the game play experience is an operation member that functions as an element that heightens the player's interest in the game. Therefore, the placement unit 200 of this embodiment is configured to accept card operation input via game cards placed on the entire area of the placement surface, so that card operation input is accepted with priority over touch operation input. That is, the placement unit 200 is configured so that game cards placed on any area of the placement surface function as operation members for card operation input.
[0032] In contrast, touch operation input is an input method used auxiliary to improve convenience for the player during game play. During game play, it is expected that the player will concentrate on operating the game cards placed on the placement surface. Therefore, moving the player's hand back and forth between the game cards on the placement surface 200 and the operation buttons provided as the operation I / F 105 may give the player an impression of cumbersomeness. Therefore, it is preferable that touch operation input be accepted without interfering with the card operation input, particularly in a sequence requiring card operation input. For this reason, unlike card operation input, touch operation input is configured to be accepted only in a limited area of the placement surface. The area that does not accept touch operation input may include, for example, the area where the game cards are placed.
[0033] Game Overview Below, an overview of a game in which a play experience is provided on the game device 100 of this embodiment will be described.
[0034] The game according to this embodiment is a competitive game in which a player competes against an opponent. Here, the opponent may be a real player using another game device 100 connected for communication via a network (not shown), or may be a virtual player. Here, the virtual player may be, for example, an NPC (Non-Player Character) or artificial intelligence (AI) whose behavior is determined based on a behavior program executed by the control unit 101.
[0035] When the process for providing a playing experience of a competitive game is started, the placement unit 200 becomes available and can accept card operation inputs and touch operation inputs.
[0036] As shown in Fig. 2, the game device 100 of this embodiment is a game machine installed in a store such as a game arcade. In order to maintain the interest of players, such game machines need to encourage players to use the game repeatedly. Therefore, the fighting game of this embodiment is configured such that information about each player (such as a player evaluation based on the usage history and the results of the fighting game) is managed, for example, on an external game server, and when a player with a usage history plays the game again, a playing experience is provided that inherits the player information updated during the previous usage.
[0037] To manage information related to players, the game device 100 of this embodiment is configured to allow the use of an item (hereinafter referred to as a license card) that holds information for identifying a player (player ID) in addition to game cards. When playing a competitive game, a player can use the player ID held on the license card as information for identifying the player by having the reader 130 acquire information from the license card. That is, when a player uses the game device 100 for the first time using a license card, player information associated with the player ID is registered in the game server, and when the game device 100 is subsequently used using the same license card, the player information held in the game server is downloaded and reflected in the play experience of the competitive game provided.
[0038] Therefore, when the placement unit 200 becomes available, the player places a license card for identifying the player and a game card to be used in the fighting game on the placement unit 200, and information acquisition is performed. In this way, in the game device 100 of this embodiment, when executing the processing related to the fighting game, information about the character that the player uses in the fighting game and player information about the player are basically acquired and used to control the progress of the fighting game.
[0039] In the fighting game of this embodiment, a "rank" that changes depending on the number of times the fighting game is played and the results (wins and losses) of the fighting game is assigned to each player as an evaluation element, and is included in the player information and managed. The rank is configured so that the rank basically increases (the evaluation increases) as the number of times the fighting game is played increases. To encourage players to repeatedly use the game device 100, the player's rank information is referenced for controlling the occurrence of predetermined events in the fighting game. Therefore, in the game device 100 of this embodiment, the progress of the fighting game is controlled based on the parameters of the character associated with the game card used (hereinafter referred to as the used character) and information related to the control of the occurrence of predetermined events based on the player's rank (hereinafter referred to as the occurrence control information).
[0040] The occurrence control information may, for example, determine the occurrence probability (occurrence frequency) of a special attack event in which a battle action changes into a special attack different from a normal attack action. A special attack event is an event that, when it occurs, provides an advantage in the progress of the battle game and increases the degree of influence that a battle action performed in the battle game has on the opponent. In other words, a battle action performed in a battle game is usually determined to have the same influence as a normal attack event, but when a special attack event occurs, the influence changes to be equal to or greater than that of a normal attack event.
[0041] As will be described in detail below, the probability of a special attack event occurring determined by the occurrence control information may increase during execution of the competitive game in accordance with the progress of the competitive game, more specifically, in accordance with the execution results of the auxiliary game described below. The player's rank may affect the initial value of the probability of a special attack event occurring at the start of the competitive game, for example. For example, the higher the player's rank, the higher the basic probability of a special attack event occurring in the competitive game, increasing the probability that the player can progress advantageously in the competitive game from an early stage.
[0042] The fighting game of this embodiment is structured in a round system that progresses through multiple rounds. In each round, characters perform fighting actions, and as a result of these fighting actions, the parameters of the opponent's character may change. The player can specify the fighting action of the character they are using in each round by card operation input, which moves the game card corresponding to that character on the playing surface, or by touch operation input on the playing surface.
[0043] Supporting Games In this embodiment, the success or failure of a battle action is determined based on the result of the auxiliary game executed for each battle action. Since the auxiliary game is executed for each battle action that occurs in the battle game, processing related to the auxiliary game is started multiple times during the execution of the battle game.
[0044] Since the auxiliary game is a secondary game that is executed to add variety to the progress of the main game, the competitive game, the total execution time of the processing related to the auxiliary game is controlled to be shorter than the total execution time of the processing related to the competitive game when providing the playing experience of one competitive game.
[0045] In this embodiment, the auxiliary game is a game in which a predetermined operation input performed by a player in accordance with an input request timing is evaluated based on the timing of the input. More specifically, the retention game is a game in which an operation input is evaluated based on the difference between the timing at which the predetermined operation input is actually performed and the input request timing, and the smaller the difference, the higher the evaluation. In one aspect, it is determined whether the player or the opponent has a higher evaluation, and if the player performing the target competitive action is dominant, the competitive action in the competitive game is controlled to be successful.
[0046] The display related to the auxiliary game is performed by pausing the display of the game screen related to the fighting game and superimposing the display related to the auxiliary game on the paused screen. Here, the display related to the auxiliary game is configured to be smaller in display size than the display related to the fighting game.
[0047] Fig. 4 shows an example of a display related to the auxiliary game. The auxiliary game shown in Fig. 4 is a game in which a predetermined operational input is required in accordance with the timing at which the charged amount of an evaluation gauge 401, whose charged amount changes continuously, reaches its maximum. The charged amount of the evaluation gauge 401 changes from 0 to its maximum (full) state, and then repeatedly changes from its maximum state back to 0. Therefore, there are multiple input request timings at which the charged amount reaches its maximum, and each player must determine the input request timings and perform the predetermined operational input.
[0048] When a predetermined operational input is made, the rating gauge 401 is fixed to the amount of charge at that time. At this time, the fill rate of the rating gauge 401 becomes the rating for the operational input made by the player. That is, if the predetermined operational input is made at the input request timing, the fill rate of the rating gauge 401 becomes 100%, which is the highest rating. On the other hand, if the predetermined operational input is made after a time lag from the input request timing, the fill rate of the rating gauge 401 decreases according to the amount of the lag, and when the fill rate is 0%, it becomes the lowest rating. As shown in FIG. 4, a numerical value 402 corresponding to the fixed fill rate of the rating gauge 401 is displayed.
[0049] Once the auxiliary game evaluations (the percentage of the evaluation gauge 401 filled) for both the player and the opponent are determined, the control unit 101 determines the success or failure of the corresponding battle action based on the magnitude of the evaluations. In the example of FIG. 4, the evaluation gauge 401L on the left side of the figure corresponds to the player, and the evaluation gauge 401R on the right side corresponds to the opponent, with the player having the advantage. Therefore, if a battle action in the auxiliary game involves a character used by the player, the battle action is determined to be successful. On the other hand, if a battle action in the auxiliary game involves a character used by the opponent, the battle action is determined to be unsuccessful. The success or failure of a battle action may be determined such that the impact on the opponent by the battle action is greater in the case of a success than in the case of a failure, for example, by increasing the amount of damage inflicted on the opponent's character by the battle action (the amount of reduction in the opponent's character's stamina). Such adjustments are achieved by temporarily changing the parameters of the character used to perform the battle action to a state that gives the player an advantage in the progress of the battle game.
[0050] As described above, the auxiliary game also affects the occurrence control information, and therefore the display related to the auxiliary game in FIG. 4 also includes occurrence control information 403 related to each player. While the evaluation of the auxiliary game is indicated by a numerical value 402, the occurrence control information 403 is not a numerical value, but rather indicates the probability of a special attack event occurring by the number of rectangles of an active color among a predetermined number of rectangles. The occurrence probability of a special attack event related to the occurrence control information 403 is configured to increase by an amount corresponding to the evaluation of the auxiliary game (fill rate), rather than the success or failure of the fighting action. In other words, a player who can consistently obtain a high evaluation of the auxiliary game can maximize the occurrence probability of a special attack event more quickly, increasing the probability of progressing the fighting game to an advantage.
[0051] That is, in the fighting game of this embodiment, the results of fighting actions of the characters used by the players change depending on the performance information (parameters) of the characters used, the superiority / inferiority judgment in the auxiliary game (the success or failure of the fighting actions), and the occurrence control information (probability of occurrence of special attack events) that has changed based on the evaluation of the auxiliary game. In other words, the progress of the fighting game is controlled based on the performance information and occurrence control information of the characters used that have changed depending on the play results of the auxiliary game.
[0052] In addition, in a game such as an auxiliary game that requires operation input at a timing desired by the player, an input interface that allows more reliable input is preferable. For this reason, in the game device 100 of this embodiment, physical operation members (buttons) provided on the operation I / F 105 are used for predetermined operation inputs related to the auxiliary game. That is, in the main fighting game, card operation input or touch operation input via the placement unit 200 is required to input fighting actions, while in the secondary auxiliary game, pressing operation input of a physical operation member is required. That is, there are more operation members used as operation input means in the fighting game than in the auxiliary game. Also, in the auxiliary game, operation inputs to game cards are not accepted.
[0053] <Determining the outcome of a match> The outcome of the competitive game thus executed is determined on the condition that a predetermined end condition is satisfied.
[0054] The end condition of the fighting game is basically satisfied when all of the player characters or all of the opponent characters are rendered unable to act by an attacking action (for example, when a stamina parameter becomes 0 by an attacking action). At this time, if all of the player characters are rendered unable to act and one of the opponent characters is still able to act, the control unit 101 determines the result of the fighting game as a loss for the player. Also, if all of the opponent characters are rendered unable to act and one of the player characters is still able to act, the control unit 101 determines the result of the fighting game as a win for the player. Also, if all of the player characters and the opponent characters are rendered unable to act, the control unit 101 determines the result of the fighting game as a draw.
[0055] In addition, the end condition of the fighting game may also be satisfied when a predetermined number of rounds have elapsed or when a predetermined fighting time has elapsed. In this case, the control unit 101 determines the outcome of the fighting game based on whether the player or the opponent is in a superior position. The superiority of the fighting game may be determined, for example, by comparing the total value of the vitality parameters of the player character and the total value of the vitality parameters of the opponent character at the time the end condition is satisfied, and determining whichever has the greater value as the superior.
[0056] In this way, when the match result of the competitive game is determined, the control unit 101 uploads the player information updated based on the match result to the game server, and completes the processing related to the current use of the game device 100. Here, the update of the player information based on the match result may include updating of information on the usage history and player evaluation. Furthermore, for example, in an aspect in which some characters are configured to be trainable, the update of the player information based on the match result may include changing the parameters of the corresponding character.
[0057] "Competitive Action Processing" Hereinafter, the fighting action processing for controlling the progress of a fighting game based on a designated fighting action in the game device 100 of this embodiment will be described in detail using the flowchart in Fig. 5. The processing corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, and expanding and executing it in the memory 103. Note that this fighting action processing will be described as being started when, for example, an operation input specifying a fighting action is accepted in processing related to the fighting game.
[0058] In S501, the control unit 101 executes an auxiliary game related to a specified battle action (hereinafter referred to as a target action). When the control unit 101 obtains information on the play result of the auxiliary game, it moves the process to S502.
[0059] In S502, the control unit 101 determines whether the target action will be successful. The determination in this step is made based on whether the player is dominant in the play results of the correction game. If the control unit 101 determines that the target action will be successful, it proceeds to S503, and if it determines that the target action will be unsuccessful, it proceeds to S504.
[0060] In S503, the control unit 101 changes the parameters of the used character that performs the target action to a state that is advantageous in the progress of the fighting game.
[0061] In S504, the control unit 101 changes the generation control information of the player based on the evaluation of the player in the auxiliary game. Note that if the evaluation of the player in the auxiliary game is 0 (the filling rate of the evaluation gauge 401 is 0%), the control unit 101 does not need to perform the processing of this step.
[0062] In S505, the control unit 101 executes processing related to the resolution of the target action. Specifically, the control unit 101 derives changes to the parameters of the opponent character caused by the target action based on the parameters of the used character performing the target action, the parameters of the opponent character receiving the battle action, and the occurrence control information. The control unit 101 then reflects the derived changes in the parameters of the opponent character and then completes this battle action processing. The processing in this step includes the control unit 101 determining whether or not to generate a special attack event based on the occurrence control information. The control unit 101 determines whether or not to generate a special attack event by, for example, executing a lottery process based on the occurrence probability specified in the occurrence control information. At this time, if the control unit 101 determines to generate a special attack event, it changes the parameters of the used character performing the target action to a state advantageous to the progress of the battle game.
[0063] As described above, the gaming device of this embodiment can realize a game that ensures fairness and entertainment value.
[0064] [Variation 1] In the above embodiment, the frequency of occurrence of a special attack event is increased as the input timing of a predetermined operation input accepted in the auxiliary game approaches the input request timing, but the present invention is not limited to this. The frequency of occurrence may also be increased when the result of play in the auxiliary game is advantageous to the player.
[0065] [Variation 2] In the above embodiment, an auxiliary game is executed while a competitive game is being executed, but the present invention is not limited to this. For example, the competitive game and the auxiliary game may be executed alternately.
[0066] [Variation 3] In the above-described embodiment, the game media that can be used in a battle game are game cards, but the present invention is not limited to this. Any object that has a physical presence in the real world, such as a figure or a toy, can be used as the game media.
[0067] [Summary of the embodiment] The above embodiment discloses at least the following program and game device.
[0068] (1) A computer that executes a game including the first type of game and the second type of game, an acquisition process for acquiring first information about game elements used in the first type of game and second information about a player when executing the game; an execution process for executing the game; a change process for changing at least one of the first information and the second information in accordance with a play result of the game; A program for executing the first information is information used to determine the progress of the first type of game, the second information is information used to determine an event that will occur in the first type of game, the change process changes the first information and the second information according to a play result of the second type of game; The execution process controls the progress of the first type of game based on the first information and the second information.
[0069] (2) The program described in (1), wherein the change process changes the first information to whether or not to be advantageous for the progress of the first type of game depending on the results of playing the second type of game.
[0070] (3) The program described in (2), wherein the change process changes the first information to a state advantageous for the progress of the first type of game, provided that the player is in an advantageous position in the results of playing the second type of game.
[0071] (4) A program described in any one of (1) to (3), wherein the change process changes the second information to a state that increases the frequency of events that are advantageous for the progress of the first type of game, depending on the results of playing the second type of game.
[0072] (5) The program described in (4), wherein the change process changes the second information to a state that increases the frequency of events that are advantageous for the progress of the first type of game, provided that the player is dominant in the results of playing the second type of game.
[0073] (6) The program described in (4), wherein the change process changes the second information to a state that increases the frequency of events that are advantageous for the progress of the first type of game by an amount corresponding to the evaluation value of the play result of the second type of game.
[0074] (7) the execution process controls occurrence of a first event and a second event during execution of the first type of game based on the second information; The program described in any one of (4) to (6), wherein the second event is an event that, when it occurs, has a higher degree of advantage in the progress of the first type of game than the first event.
[0075] (8) The program according to (7), wherein the execution process causes the second event to occur when the second information satisfies a predetermined condition.
[0076] (9) The program according to any one of (1) to (8), wherein the execution process starts the second type of game while the first type of game is being executed.
[0077] (10) The program according to (9), wherein the execution process executes the second type of game multiple times while the first type of game is being executed.
[0078] (11) The program further causes the computer to execute a display control process for displaying a display related to the game on a display unit connected to the computer, The program according to (9) or (10), wherein the display control process causes the display unit to display a display relating to the second type of game in a manner that superimposes the display relating to the first type of game.
[0079] (12) The program described in (11), wherein the display control process causes the display unit to display a display relating to the second type of game on the condition that the progress of the first type of game has been stopped by the execution process.
[0080] (13) The program according to (11) or (12), wherein the display relating to the second type of game is smaller in display size than the display relating to the first type of game.
[0081] (14) The program according to any one of (1) to (8), wherein the execution process alternately executes the first type of game and the second type of game.
[0082] (15) The program according to any one of (1) to (14), wherein the execution process controls the execution time of the second type of game to be shorter than the execution time of the first type of game during the execution period of the game.
[0083] (16) The program according to any one of (1) to (15), wherein, in the games, the first type of game is a main game and the second type of game is a secondary game.
[0084] (17) The program according to any one of (1) to (16), wherein the second type of game is a game that evaluates the difference between the timing of an input request and the timing at which an actual operation input is made.
[0085] (18) The program according to any one of (1) to (17), wherein the execution process requires different types of operation input for the first type of game and the second type of game.
[0086] (19) The program described in (18), wherein the execution process accepts input via multiple types of operation members for a first operation input required for the first type of game, while accepting input via one type of operation member for a second operation input required for the second type of game.
[0087] (20) The first operation input includes an operation input for a game medium to which a game element is associated, The program described in (19), wherein the second operation input does not include an operation input to the game medium.
[0088] (21) The program further causes the computer to execute a display control process for displaying a display related to the game on a display unit connected to the computer, the display control process displays the changed second information together with a play result of the second type of game on the display unit; The program according to any one of (1) to (20), wherein the result of playing the second type of game includes a numerical display, while the second information does not include a numerical display.
[0089] (22) The program according to (21), wherein the display control process causes the second information to be displayed on the display unit even during execution of the first type of game.
[0090] (23) A gaming device that executes games including a first type of game and a second type of game, an acquisition means for acquiring, when executing the game, first information relating to game elements used in the first type of game and second information relating to a player; an execution means for executing the game; a change means for changing at least one of the first information and the second information in accordance with a result of playing the game; Equipped with the first information is information used to determine the progress of the first type of game, the second information is information used to determine an event that will occur in the first type of game, the change means changes the first information and the second information in accordance with a play result of the second type of game; The execution means controls the progress of the first type of game based on the first information and the second information.
[0091] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0092] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Presentation device, 111: Display panel, 112: Display panel, 113: Display panel, 114: Flat panel, 120: Payment device, 130: Reader, 140: Provision device, 200: Placement unit, 300: Display unit
Claims
1. A computer that executes a game including a first type of game and a second type of game, an acquisition process for acquiring, when executing the game, first information related to game elements used to determine the progress of the first type of game, and second information based on the rank of a player used to determine events that will occur in the first type of game; an execution process for executing the first type of game while controlling the progress of the first type of game based on the first information and the second information; a change process for changing at least one of the first information and the second information according to a play result of the second type of game, and determining whether or not to change the first information to a state advantageous to the progress of the first type of game; A program for executing The execution process starts the second type of game while the first type of game is being executed.
2. The program according to claim 1 , wherein the execution process executes the second type of game a plurality of times while the first type of game is being executed.
3. the program further causes the computer to execute a display control process for displaying a display related to the game on a display unit connected to the computer; the display control process causes the display unit to display a display relating to the second type of game in a manner superimposed on a display relating to the first type of game. The program according to claim 1.
4. 4. The program according to claim 3, wherein the display control process causes the display unit to display a display relating to the second type of game on the condition that progress of the first type of game has been stopped by the execution process.
5. The program according to claim 3 , wherein the display relating to the second type of game is smaller in display size than the display relating to the first type of game.
6. 2 . The program according to claim 1 , wherein the execution process controls the execution time of the second type of game to be shorter than the execution time of the first type of game during the execution period of the game.
Citation Information
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