Electronic game provisioning device, electronic game provisioning program, and electronic game provisioning method

The electronic game system addresses repetitive events by using support characters to dynamically generate events based on character parameters, enhancing engagement through varied gameplay experiences.

JP7855037B2Active Publication Date: 2026-05-07DENA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DENA CO LTD
Filing Date
2024-09-04
Publication Date
2026-05-07

AI Technical Summary

Technical Problem

Existing electronic games with training modes suffer from repetitive events due to fixed support character settings, limiting event variety and player engagement.

Method used

An electronic game system that allows players to raise characters through training modes with dynamic event generation based on support characters, where event content and probability are influenced by character parameters and scenario progress.

Benefits of technology

Enhances event variety and prevents event fixation, increasing player engagement by dynamically generating events based on character attributes and parameters.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent an event occurring following selection of a support character from being fixed.SOLUTION: An electronic game providing device includes: first parameter changing means for changing a value of a growing mode parameter allocated to a first mode according to progress of play in a growing mode; event generation means for generating an event on a game in a growing mode according to value of a growing mode parameter; and second parameter changing means for changing a value of a match mode parameter allocated to a growing character according to progress of the event.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present invention relates to an electronic game providing device, an electronic game providing program, and an electronic game providing method.

Background Art

[0002] In an electronic game, in addition to the normal battle mode, there may be a training mode for improving the game parameters assigned to a character. In such a training mode, a predetermined event is generated, and a process is performed to change the parameters of the character being trained according to the processing in the event (Patent Document 1).

[0003] Here, even if a plurality of various events are prepared in advance, the events that occur are fixed. Therefore, as the user trains the character many times, the same event may occur repeatedly, and there is a risk that the user will get bored with the game. Therefore, a configuration is disclosed in which at least one character selected by the user from among a plurality of characters owned by the user is set as a support character for event generation, and a specific event corresponding to the set support character or a combination of a plurality of support characters is generated (Patent Document 2).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in a configuration where the user sets a support character that determines events, there is a problem that the events are ultimately fixed by the set support character. Also, there is a problem that the types of events that can be triggered by the user setting a support character are limited. [Means for solving the problem]

[0006] One aspect of the present invention is an electronic game providing device that provides an electronic game having a first mode in which a player raises a character to be raised, comprising: a first parameter changing means for changing the value of a first parameter assigned to the first mode in accordance with the progress of play in the first mode; an event generating means for generating an event in the game in the first mode according to the value of the first parameter; and a second parameter changing means for changing the value of a second parameter assigned to the character to be raised in accordance with the progress of the event. This is an electronic game providing device characterized by having the following features:

[0007] Herein, the game further includes a support character setting means for setting a support character to participate in the gameplay along with the training character in the first mode, and the first parameter changing means preferably changes the value of the first parameter assigned to the training character according to the parameter assigned to the support character.

[0008] Furthermore, it is preferable that the event generation means generates the event, which has content corresponding to the attributes of the character being trained.

[0009] Furthermore, the electronic game has a second mode other than training, which uses the training character trained in the first mode, and the second parameter is preferably used in playing the game in the second mode.

[0010] Furthermore, it is preferable that the event generating means generates the event when the value of the first parameter exceeds a predetermined reference value.

[0011] Furthermore, it is preferable that the reference value is assigned to each support character.

[0012] Furthermore, it is preferable that the event generating means generates the event with a probability corresponding to the value of the first parameter.

[0013] Furthermore, it is preferable that the first parameter includes multiple types of parameters.

[0014] Another aspect of the present invention is an electronic game providing program that provides an electronic game having a first mode in which a player raises a character to be raised, characterized in that the computer functions as a first parameter changing means for changing the value of a first parameter assigned to the first mode in accordance with the progress of play in the first mode, an event generating means for generating an event in the game in the first mode according to the value of the first parameter, and a second parameter changing means for changing the value of a second parameter assigned to the character to be raised according to the progress of the event.

[0015] Another aspect of the present invention is an electronic game provision method that provides an electronic game having a first mode in which a player raises a character to be raised, comprising: a first parameter change step of changing the value of a first parameter assigned to the first mode in accordance with the progress of play in the first mode; an event occurrence step of causing an in-game event in the first mode in accordance with the value of the first parameter; and a second parameter change step of changing the value of a second parameter assigned to the character to be raised in accordance with the progress of the event. [Effects of the Invention]

[0016] One of the objectives of the embodiments of the present invention is to increase the possibility of generating events in an electronic game by applying support characters, and to prevent the events generated along with the selection of support characters from being fixed. Other objectives of the embodiments of the present invention will become apparent by referring to the entire specification.

Brief Description of the Drawings

[0017] [Figure 1] FIG. 1 shows the configuration of an electronic game providing system in an embodiment of the present invention. [Figure 2] FIG. 2 shows the configuration of a server computer in an embodiment of the present invention. [Figure 3] FIG. 3 shows the configuration of a client computer in an embodiment of the present invention. [Figure 4] FIG. 4 shows an example of a character training database in an embodiment of the present invention. [Figure 5] FIG. 5 shows an example of the progress of a training mode in an embodiment of the present invention. [Figure 6] FIG. 6 shows an example of a training mode parameter database in an embodiment of the present invention. [Figure 7] FIG. 7 shows an example of a support character database in an embodiment of the present invention. [Figure 8] FIG. 8 is a flowchart showing the processing in the training mode in an embodiment of the present invention. [Figure 9] FIG. 9 shows an example of an event generation database in an embodiment of the present invention.

Embodiments for Carrying Out the Invention

[0018] [System Configuration] As shown in FIG. 1, an electronic game providing system 100 in an embodiment of the present invention includes a server 102 and a client 104. The server 102 and the client 104 are connected so as to be able to exchange information via an information communication network 106 such as the Internet.

[0019] The information and communication network 106 is not limited to the Internet, but can be any network that enables communication between the server 102 and the client 104. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or a combination of the Internet and these.

[0020] As shown in Figure 2, the server 102 is configured to include a processing unit 10, a storage unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes means for performing arithmetic processing such as a CPU. The processing unit 10 realizes the function of providing electronic games to the client 104 in the electronic game provision system 100 of this embodiment by executing an electronic game provision program stored in the storage unit 12. The storage unit 12 includes storage means such as semiconductor memory or a memory card. The storage unit 12 is connected to the processing unit 10 in an accessible manner and stores the electronic game provision program and information necessary for its processing. The input unit 14 includes means for inputting information. The input unit 14 includes, for example, a keyboard, touch panel, buttons, etc., for receiving input from an administrator. The output unit 16 includes means for outputting the processing results of the server 102, such as a user interface screen (UI) for receiving input information from an administrator. The output unit 16 includes, for example, a display for presenting images to an administrator. The communication unit 18 is configured to include an interface for communicating information with the client 104 via the information communication network 106. Communications by the communications unit 18 may be wired or wireless.

[0021] Server 102 receives access from each user's client 104 via the information and communication network 106, stores and manages each user's game information in a storage device such as a database, and provides game services to each user via the information and communication network 106. For example, Server 102 provides a service to each user's client 104 to deliver additional information about the game scenario.

[0022] As shown in Figure 3, client 104 is composed of a processing unit 20, a storage unit 22, an input unit 24, an output unit 26, and a communication unit 28. Client 104 is also referred to as a communication terminal. The processing unit 20 includes means for performing arithmetic processing such as a CPU. The processing unit 20 realizes the function of an electronic game terminal in the electronic game provision system 100 in this embodiment by executing a client program stored in the storage unit 22. For example, the client program realizes input processing and image display processing in a game provided from client 104 using the functions of a web browser in client 104. The storage unit 22 includes storage means such as semiconductor memory or a memory card. The storage unit 22 is connected to the processing unit 20 in an accessible manner and stores the client program and information necessary for its processing. The input unit 24 includes means for inputting information. The input unit 24 includes, for example, a keyboard, touch panel, buttons, motion sensor, etc., for receiving input from the user. The output unit 26 includes means for outputting information necessary for processing on the client 104, such as a display that shows image information such as game screens and user interface screens (UI) for receiving input information from the user, and an audio output unit that outputs sound effects and music during gameplay. The communication unit 28 is configured to include an interface for communicating information with the server 102 via the information communication network 106. Communication by the communication unit 28 can be wired or wireless.

[0023] Client 104 can be any information processing device capable of executing a client program for providing electronic games. For example, Client 104 can be a stationary or portable game console, a personal computer (PC), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), or a multi-functional television receiver with information processing capabilities (so-called smart TV).

[0024] Client 104 may be capable of running the game in either online or offline mode.

[0025] [Game Overview] The electronic game in this embodiment is played in two modes. The first mode is a training mode, and the second mode is a battle mode.

[0026] In the first mode, the training mode, the player trains the character to improve its parameters. Preferably, the character trained in the training mode can be used in the second mode, the battle mode. In other words, preferably, the parameters improved in the training mode include the parameters used in the battle mode.

[0027] In the second mode, Versus Mode, players use their own characters to compete against other players or computer-controlled characters. For example, the content of games in Versus Mode is not particularly limited and can include various types of games such as sports games, adventure games, simulation games, and role-playing games.

[0028] [Training Character] In training mode, the character being trained is called the training character. The training character corresponds to the main character when the player plays the versus mode and training mode in the electronic game. For example, if the electronic game is a sports game, the character who is the player in the sports game can be the training character. Also, for example, if the electronic game is based on a manga or anime, the character that appears in the story of the original manga or anime can be the training character.

[0029] Each character being trained is assigned, as shown in Figure 4, the type of special ability (ninjutsu, magic, etc.) that can be used in battle mode, the electronic game parameters used in battle mode (for example, points indicating the character's health, points indicating the character's ability to use special abilities, points that affect gameplay in battle mode (experience points), etc.), and the parameters used in training mode (for example, points related to the occurrence of events, which will be described later). Hereafter, the electronic game parameters used in battle mode will be referred to as battle mode parameters, and the parameters used in training mode will be referred to as training mode parameters. In addition, the character training database may store information such as the character's attributes and rarity, which indicates the difficulty of obtaining each character.

[0030] In the example in Figure 4, character A is assigned special abilities a1 and a2, and its battle mode parameters are set to 100 health points, 50 ability points, and 20 experience points. The same applies to characters B and C. However, the types of parameters assigned to characters are not limited to these and should be set appropriately according to the content of the electronic game.

[0031] The training character may be a character pre-prepared in the electronic game. Alternatively, the player may be able to select a training character from a set of pre-prepared characters in the electronic game. Furthermore, the training character may be given to the player probabilistically through a lottery process such as a gacha. In this case, it is preferable to make the probability of being given a character lower the higher its rarity. Once a training character is given to a player, it is stored in the storage unit 22 as a training character database for each player, as shown in Figure 4.

[0032] Furthermore, if a player is given another character identical to one they already own, the two characters may be combined and treated as a single character. Identical characters are, for example, characters of the same type and rarity. However, the conditions for treating characters as identical are not limited to these.

[0033] In this case, the processing unit 20 of client 104 executes a fusion process to combine the two characters. The fusion process may also be designed to improve the parameters of the combined character. This allows the fusion process to be repeated each time the same character is acquired, improving the parameters of that character and giving the player an advantage in battle mode or training mode.

[0034] Furthermore, the fusion process may be performed based on player input rather than automatically. Additionally, it may be possible to fuse characters of different types or with different rarities.

[0035] [Scenario in Training Mode] In training mode, you train your character by progressing through a predetermined scenario, improving the character's parameters. In other words, the scenario is the game story that unfolds in accordance with the game's progress in training mode. In training mode, you train your character by changing the values ​​of the battle mode parameters and training mode parameters according to the execution and results of the prepared scenario.

[0036] A scenario can include various elements related to the game story, such as the roles of the characters appearing in the game, the visual effects during gameplay, and the choices made within the game. For example, if the electronic game is a sports game, the training mode could include a scenario that simulates the training and practice of that sport, and the training character could grow by changing the battle mode parameters according to the progress and results of the scenario. Alternatively, if the electronic game is based on a manga or anime, a scenario could be prepared that follows the story of the original manga or anime, and the training character could grow according to the story of the original by changing the battle mode parameters according to the progress and results of the scenario. More specifically, scenarios could be prepared corresponding to the types of training characters and the types of parameters assigned to them, and the training speed of the training character could differ depending on the combination of the scenario and the type of training character, or the rate of improvement of a specific type of parameter could be changed depending on the combination of the scenario and the type of parameters assigned to the training character.

[0037] In the training mode, scenarios are divided into several turns, each representing a portion of the game's duration from start to finish. Multiple commands are provided for selecting actions for the training character, and each turn progresses when the player selects one of these commands. For example, selecting the "Train" command allows the player to improve the training character's parameters by fulfilling the conditions given in the scenario. Alternatively, selecting the "Rest" command allows the training character to recover their stamina points. In this way, the parameters assigned to the training character are changed when the player executes any of these commands. When this kind of play occurs, one turn ends, and the scenario progresses until a predetermined number of turns have been reached.

[0038] In training mode, multiple scenarios may be prepared in advance. In this case, the player may be able to select any scenario from the multiple scenarios. In addition, to increase the variety of scenarios, additional scenarios may be made available for download from server 102 to client 104.

[0039] The training of a character is completed upon completion of a scenario in training mode. Once training is complete, the character can be used in other modes, such as versus mode, as a character owned by the player. It may also be possible to train the same character repeatedly by playing the same or different scenarios repeatedly with the same character.

[0040] Furthermore, various events will occur from the start to the end of the scenario. Depending on the content and results of the gameplay during these events, the values ​​of the battle mode parameters of the character being trained will be changed to help the character develop.

[0041] For example, if the electronic game is a sports game, events related to that sport (practice matches, matches against rivals, etc.) may be generated, and the character being trained may grow by changing the battle mode parameters according to the progress and results of these events. Also, for example, if the electronic game is based on a manga or anime, events (happenings, matches, etc.) that follow the story of the original manga or anime may be generated, and the character being trained may grow according to the story of the original by changing the battle mode parameters according to the progress and results of these events.

[0042] Events may be set to occur as unique events predetermined for each scenario. Additionally, the content of events and their probability of occurrence may be changed depending on the value of the training mode parameter assigned to the character being trained in training mode.

[0043] The timing of events in a scenario can be arbitrarily determined. For example, an event may be triggered after a predetermined number of turns have been played from the start to the end of the scenario. Alternatively, events may be triggered when the player selects a command while playing the game according to the scenario, at any point during the execution of each turn, or at the end of each turn. It is also possible to set the timing of events to occur probabilistically. Furthermore, the timing of events may be changed depending on the value of the training mode parameter assigned to the training character.

[0044] For example, as shown in Figure 5, one scenario is divided into four sections, with each section consisting of 10 turns. When 10 turns of play are completed in a section, one event is triggered. However, the structure of the scenario is not limited to this, and the number of sections within a scenario, the number of turns within each section, etc., may be changed as appropriate.

[0045] [Training Mode Parameters] In the electronic game provision system 100, training mode parameters are assigned to the training mode. In training mode, the training mode parameters are used when training the training character according to the scenario.

[0046] Training mode parameters are used to trigger events when progressing through the training mode electronic game according to the scenario. As shown in Figure 6, for example, multiple parameters including the Five Elements (Fire, Wind, Thunder, Earth, Water) and Yin-Yang are stored in the training mode parameter database. In Figure 6, as an example, the parameters for each of the Five Elements (Fire, Wind, Thunder, Earth, Water) are set to 6, 3, 1, 5, and 4, and the Yin-Yang parameter is set to +2. The initial values ​​of the training mode parameters should be set appropriately according to the selected training character, selected scenario, etc.

[0047] Furthermore, the training mode parameters may be assigned to the training character. For example, in the training character database shown in Figure 4, the training mode parameters may be assigned to each training character.

[0048] [Support character] As described above, in training mode, the training mode parameters are changed according to the progress and results of the scenario. By having another character participate along with the character being trained, the effect on the changes to the training mode parameters in response to the progress and results of the scenario and events will be different.

[0049] Hereafter, characters that affect the training mode parameters will be referred to as support characters. Each support character is assigned a special ability that can be used in training mode, and a parameter that affects the changes in the training mode parameters of the training character, as shown in Figure 7. Here, the special ability that can be used in training mode is, for example, an ability that can improve or restore the parameters of the training character and support characters when playing the training game according to the scenario. The parameter that affects the changes in training mode parameters is a parameter that indicates the degree to which the support character has an impact on the changes in training mode parameters when participating together with the training character. Hereafter, this parameter will be referred to as the support parameter.

[0050] In the example in Figure 7, support character X is assigned a special ability that increases the amount of experience points gained by training characters who act together with support character X in training mode by 10%. Support character X is also assigned support parameters. These support parameters contribute to improving training mode parameters for training characters who act together with support character X, depending on the progress and outcome of the scenario in training mode. For example, since support character X's "Fire" parameter in the Five Elements is 6, this means that when a specific scenario progresses or an outcome occurs in training mode, the "Fire" parameter in the Five Elements of training mode parameters increases by 6. The same applies to support character X's other support parameters. In the example of support character X in Figure 7, when a specific scenario progresses or an outcome occurs in training mode, the "Wind," "Thunder," "Earth," and "Water" parameters in the Five Elements of training mode parameters increase by 2, 1, 1, and 1 respectively. Additionally, when a specific scenario progresses or an outcome occurs in training mode, the Yin-Yang parameter in training mode parameters increases by 3 towards the Yang side. The same applies to the support parameters of other support characters. Additionally, support character Y is assigned a special ability that increases the recovery of the training character and other support characters who act together with support character X in training mode by 25%.

[0051] Furthermore, the training mode abilities and support parameters assigned to support characters are not limited to these. In other words, they should affect the parameters of the training character acting alongside the support character and other support characters, depending on the progress and results of the training mode. In particular, it is preferable that the training mode abilities and support parameters assigned to support characters affect the parameters of the training character that influence the occurrence of events in training mode.

[0052] For example, a value may be set as a parameter for the support character that determines the percentage increase or decrease of the parameters of the character being trained. For example, a value may be set as the Five Elements (Fire, Wind, Thunder, Earth, Water) parameter for the support character that indicates the percentage increase or decrease of the Five Elements (Fire, Wind, Thunder, Earth, Water) parameters of the training mode parameter, and the Five Elements (Fire, Wind, Thunder, Earth, Water) parameters of the training mode parameter may be increased or decreased by the percentage increase or decrease of the Five Elements (Fire, Wind, Thunder, Earth, Water) of the support character depending on the progress and results of gameplay in training mode or the progress and results of events.

[0053] The support character may be a character pre-prepared in the electronic game. Alternatively, the player may be able to select a support character from a group of pre-prepared characters in the electronic game. Alternatively, the support character may be given to the player probabilistically through a lottery process such as a gacha. When a support character is given to a player, it is stored in the storage unit 22 as a support character database for each player.

[0054] The number of support characters that can participate in a scenario may be one or more. The support characters that can participate in a scenario may be all of the support characters owned by the player. Alternatively, the system may automatically select the support characters that can participate in a scenario based on the content of the scenario. Furthermore, the system may automatically select the support characters that can participate in a scenario based on one or more of the following criteria: type, attribute, and rarity of the character being trained. Also, the player may select the support characters that can participate in a scenario from among the support characters they own.

[0055] Furthermore, if a player is given another support character that is identical to one they already own, the two support characters may be combined and treated as a single support character. Identical support characters are, for example, support characters of the same type and rarity. However, the conditions for treating them as identical support characters are not limited to these.

[0056] In this case, the processing unit 20 of client 104 executes a fusion process to combine the two support characters. The fusion process may also be designed to improve the parameters of the combined support character. This allows the fusion process to be repeated each time the same support character is acquired, improving the parameters of that support character and giving the player an advantage in training mode.

[0057] Furthermore, the fusion process may be performed based on player input rather than automatically. Additionally, it may be possible to fuse support characters of different types or with different rarities.

[0058] [Processing in training mode] The method for providing electronic games in training mode will be explained with reference to the flowchart in Figure 8. In the following explanation, it will be assumed that the training mode of the electronic game being played in the electronic game provision system 100 has been started.

[0059] In step S10, the character to be trained is selected. Through the processing in this step, the electronic game provision system 100 functions as a means for selecting the character to be trained.

[0060] The processing unit 20 of client 104 accepts the selection of a training character from the user who will be the player. For example, it can refer to the training character database pre-stored in the memory unit 22, display a list of training characters already assigned to the player and available for selection in the output unit 26, and allow the player to select one of the training characters included in that list. However, the method of selecting a training character is not limited to this; any method that allows the player to select a character to be trained in training mode is acceptable.

[0061] In step S12, a scenario is selected in the training mode. Through the processing in this step, the electronic game provision system 100 functions as a scenario selection means.

[0062] The processing unit 20 of client 104 accepts the player's selection of a scenario to proceed with in training mode. For example, the output unit 26 can be used to display a list of selectable scenarios in training mode, and the player can select one of the scenarios included in that list. However, the method of selecting a scenario is not limited to this; any method that allows the player to select a scenario to proceed with in training mode is acceptable.

[0063] When a scenario is selected, a training mode parameter is assigned to the combination of the scenario and the character being trained. This training mode parameter is used as a condition for event occurrence in the training mode game being played.

[0064] In step S14, the support character is set. Through the processing in this step, the electronic game provision system 100 functions as a support character setting means.

[0065] The processing unit 20 of client 104 refers to the support character database pre-stored in the memory unit 22 and sets the support characters that will advance the scenario selected in step S12 together with the training character selected in step S10. The support characters to be set may be all the support characters owned by the player, or they may be selected from the support characters owned by the player. When selecting support characters, there may be one support character or multiple support characters.

[0066] Here, it is preferable to set a support character according to at least one of the type and attributes of the training character selected in step S10 and the type and attributes of the scenario selected in step S12. For example, if the training character selected in step S10 is assigned an attribute, a support character having the same attribute may be set. Alternatively, for example, a support character may be set according to the content of the scenario selected in step S12, in accordance with that content.

[0067] In this embodiment, the setting of the support character is performed automatically using the processing unit 20 of the client 104. However, this is not the only option; it may also be performed by the processing unit 10 of the server 102, or the player may be allowed to select it.

[0068] In step S16, a consumable item is selected. Through the processing in this step, the electronic game provision system 100 functions as a means for selecting a consumable item.

[0069] The processing unit 20 of client 104 accepts the player's selection of consumable items to be used in training mode. Consumable items are items that affect gameplay in training mode. Examples of consumable items include items that improve the parameters of the training character, items that improve the parameters of the support character, and items that improve the in-game effects given to the training character in training mode. Consumable items are given to the player during gameplay of the electronic game through gacha or other lottery draws, or through purchases made with real money.

[0070] The processing unit 20 can use the output unit 26 to display a list of consumable items owned by the player and allow the player to select one of the consumable items included in the list. However, the method of selecting a character to be trained is not limited to this; any method that allows the player to select a character to be trained in training mode is acceptable. The in-game effect of the selected consumable item should be applied at a predetermined timing.

[0071] In step S18, gameplay is performed according to the scenario in the training mode. Through the processing in this step, the electronic game provision system 100 functions as a gameplay execution processing means.

[0072] The processing unit 20 of client 104 executes the processing for each turn of the scenario selected in step S12. The processing unit 20 receives command input from the player using the input unit 24. Then, in the next step S20, it performs processing to change the parameters of the training character and the training mode parameters as game effects, according to the input command.

[0073] In step S20, the system performs a process to change the parameters of the character being trained and the training mode parameters. Through the processing in this step, the electronic game provision system 100 functions as a first parameter changing means.

[0074] The processing unit 20 of client 104 performs the process of changing the parameters of the character being trained as an effect in the electronic game. The processing unit 20 changes the parameters of the character being trained according to the selected scenario, the command entered by the player, the type of character being trained, the type of support character, and the type and value of the parameters assigned to the support character.

[0075] For example, if the command received in step S18 is the "Train" command, and the predetermined conditions according to the scenario are met by entering this command, the value of the training character's battle mode parameter will be increased. Also, if the command received in step S18 is the "Rest" command, the training character's stamina points in the battle mode parameter will be restored. However, parameter changes in response to the entered command are not limited to these examples; any process that changes the training character's parameters in response to the command is acceptable.

[0076] Furthermore, in this embodiment, the training mode parameters are changed according to the values ​​of the support parameters of the support characters participating in the game together with the training character, i.e., the support characters selected in step S14. For example, the values ​​of the training mode parameters corresponding to the type of support parameter of the support character are changed according to the type and value of that support parameter.

[0077] As a specific example, if the training character A shown in Figure 4 and the support character X shown in Figure 7 are participating in the training mode game, the values ​​of the five elements (fire, wind, thunder, earth, water) in the training mode parameters will be increased by 6, 2, 1, 1, and 1 respectively, according to the values ​​of each element (fire, wind, thunder, earth, water) of the support parameters of support character X (6, 2, 1, 1, 1). Also, if the training character A shown in Figure 4 and the support character X shown in Figure 7 are participating in the training mode game, the value of the yin-yang in the training mode parameters will be increased by 3 according to the yin-yang value of the support parameters of support character X + 3.

[0078] In this case, if multiple support characters are participating in the training mode game along with the training character, that is, if multiple support characters are set in step S14, it is preferable to change the value of the training mode parameter according to the support parameter values ​​of those multiple support characters. For example, for each type of parameter, the value of the training mode parameter can be increased or decreased according to the sum of the support parameter values ​​of each of the multiple support characters that have been set. Alternatively, for example, for each type of parameter, the value of the training mode parameter can be increased or decreased according to the average value of the support parameter values ​​of each of the multiple support characters.

[0079] However, the process of changing the training mode parameters based on the support parameters of support characters participating in the game with the training character is not limited to these examples. For instance, if a support character's support parameter is set as a value indicating an increase rate, the training mode parameters may be increased or decreased according to that increase rate.

[0080] In step S22, a process is performed to determine if a predetermined number of turns have been reached. Through the process in this step, the electronic game provision system 100 functions as a turn determination means.

[0081] The processing unit 20 of client 104 determines whether the set number of turns in the training mode scenario have been completed. If the number of turns played is equal to or greater than the set number of turns, the process proceeds to step S24. If the number of turns played is less than the set number of turns, the process returns to step S16 and continues playing in the current section.

[0082] For example, in the example of the training mode shown in Figure 5, if the number of turns played in each section reaches 10, the process moves to step S24; otherwise, the process returns to step S16.

[0083] In step S24, an event is generated. Through the processing in this step, the electronic game provision system 100 functions as an event generation means.

[0084] The processing unit 20 of client 104 triggers an event when the number of turns set in step S22 or more of gameplay have been completed. The event is not particularly limited and can be anything that gives a game effect to the electronic game depending on the progress or result of the event. For example, it is preferable that the event changes the parameters assigned to the training character participating in the training mode.

[0085] Events can be, for example, events in which the character being trained acts independently. Specific examples include events where the character's parameters improve through training, or events where the character's parameters recover through nutritional supplementation. Alternatively, events could involve players participating in gacha or other lottery-based draws, with the character's parameters improving or items being awarded to the player based on the results.

[0086] Alternatively, events could be implemented in the game where the character being trained and the support character act together. For example, events could involve the training character and the support character training together or providing nutrition to improve the training character's parameters.

[0087] The events that occur may be pre-set events depending on the selected scenario. Alternatively, they may be determined based on the types of training characters, support characters, or combinations thereof participating in the electronic game.

[0088] Additionally, the content of the events that occur and the probability of those events occurring may be changed depending on the value of the training mode parameter.

[0089] For example, the content of events to be triggered may be determined based on whether a training mode parameter exceeds a predetermined threshold value. As a specific example, in the case of the training mode parameters shown in Figure 6, if the threshold value for the Fire parameter (parameter value 6) among the Five Elements parameters Fire, Wind, Thunder, Earth, and Water is 5, then an event related to Fire (for example, a training event related to Fire) should be triggered by referring to the event triggering database in Figure 9. Similarly, for the Yin-Yang parameter, if it exceeds a predetermined threshold value, an event related to Yin or Yang (for example, a training event related to Yin or Yang) should be triggered. Other training mode parameters can be processed in the same way. If there are no training mode parameters that exceed the threshold value, a fixed event predetermined according to the scenario may be triggered, or no event may be triggered.

[0090] Alternatively, event trigger thresholds may be assigned to support characters in advance, and events related to the support character may be triggered when the training mode parameters exceed the event trigger thresholds assigned to the support character. For example, if support character X accompanying training character A is assigned event trigger thresholds of 30 for the fire parameter and +3 for the yin parameter, then events related to support character X and training character A will be triggered when either the fire or yin-yang parameter of the training mode parameters exceeds those thresholds.

[0091] The criteria for determining event occurrence may be set for each training mode parameter, or it may be common to multiple training mode parameters. Also, as shown in Figure 9, the criteria for determining event occurrence may be set for each training character, or it may be common to multiple training characters.

[0092] Furthermore, multiple threshold values ​​may be set for a single training mode parameter. For example, a single training mode parameter may have three threshold values, 1, 2, and 3, which increase in order. If the value of the training mode parameter is between threshold value 1 and 2, the first event will occur; if it is between threshold value 2 and 3, the second event will occur; and if it is 3 or greater, the third event will occur. Note that the number of threshold values ​​is not limited to 3; other numbers can be used and processed similarly.

[0093] Furthermore, if multiple training mode parameters exceed a certain threshold, an event may be triggered corresponding to any one of the training mode parameters that exceed the threshold, or an event may be triggered corresponding to a predetermined number of the training mode parameters that exceed the threshold, or an event may be triggered corresponding to all of the training mode parameters that exceed the threshold.

[0094] Alternatively, the content of the event to be generated may be determined according to the type of parameter with the largest value among the growth mode parameters. For example, in the case of the growth mode parameters shown in Figure 6, the parameter with the maximum value of 6 among the five elements (fire, wind, thunder, earth, and water) is the fire parameter, so the event to be generated should be a fire-related event. Alternatively, the content of the event to be generated may be determined according to the type of parameter with the largest value among the growth mode parameters that are above a predetermined threshold value. For example, referring to the event generation database in Figure 9, the parameter with the maximum value among the fire parameter (parameter value 6) and earth parameter (parameter value 5) that exceed the threshold value is the fire parameter, so the event to be generated should be a fire-related event.

[0095] Alternatively, the content of events that occur probabilistically may be determined based on the values ​​of the training mode parameters.

[0096] For example, if the value of a training mode parameter is above a predetermined threshold, an event related to that training mode parameter may occur with a first probability, and if it is below the threshold, an event related to that training mode parameter may occur with a second probability different from the first probability. As a specific example, if the threshold value for the fire parameter among the five elements (fire, wind, thunder, earth, and water) is 5, then if the value of the training character's fire parameter is 5 or higher, an event related to fire may occur with 100% probability, and if it is less than 5, it may occur with 50% probability. Other training mode parameters can be processed similarly.

[0097] Alternatively, events corresponding to each training mode parameter may be generated with a probability proportional to the value of the training mode parameter. For example, if the parameters for the Five Elements (fire, wind, thunder, earth, and water) of training character A in Figure 4 are 6, 3, 1, 5, and 4 respectively, then different events (for example, a fire training event, a wind training event, a thunder training event, an earth training event, a water training event, etc.) may be generated with probabilities of 6 / 19, 3 / 19, 1 / 19, 5 / 19, and 4 / 19, respectively. Alternatively, the probability may be varied by combining training mode parameters of multiple attributes. For example, the probability of events based on the Five Elements (fire, wind, thunder, earth, and water) may be varied according to the Yin-Yang parameter. For example, the probability of events related to wind, earth, and water may be increased as the Yin-Yang parameter increases towards the Yin side (negative side), and the probability of events related to fire and thunder may be increased as the Yin-Yang parameter increases towards the Yang side (positive side).

[0098] Furthermore, multiple training mode parameters may be combined to create conditions that change the content and probability of events that occur. For example, the content of events may be determined based on statistical values ​​such as the sum or average of multiple training mode parameters. Specifically, the content and probability of events may be changed depending on whether the sum of multiple training mode parameters is above a predetermined threshold. Also, specifically, the content and probability of events may be changed depending on whether the average value of multiple training mode parameters is above a predetermined threshold. In addition, the above conditions for the content and probability of events may be appropriately combined with the statistical values ​​of multiple training mode parameters.

[0099] Furthermore, the content and probability of events occurring may be changed depending on the combination of the training mode parameter value and other parameters such as the type, attribute, and rarity of the character being trained. For example, the training mode parameter value may be adjusted according to the rarity of the character being trained, and one of the above processes may be applied using the adjusted training mode parameter value.

[0100] In this embodiment, various methods for determining events to occur according to the training mode parameters have been shown, but the embodiment is not limited to the above methods; any method that determines the content and probability of occurrence of events according to the training mode parameters is acceptable.

[0101] In step S26, a parameter modification process is performed according to the event. Through the processing in this step, the electronic game provision system 100 functions as a second parameter modification means.

[0102] The processing unit 20 of client 104 performs processing to change the parameters of the training character as an effect in the electronic game. The processing unit 20 changes the battle mode parameters of the training character according to the progress and results of the event. At this time, it is preferable to perform processing to improve the parameters of the training character when the event progresses smoothly or when the event is achieved. However, the parameter change processing in this step is not particularly limited.

[0103] In step S28, a scenario termination determination is made. Through the processing in this step, the electronic game provision system 100 functions as a scenario termination determination means.

[0104] The processing unit 20 of client 104 determines whether all sections set in the training mode scenario have been completed. If the entire scenario has been played, processing ends; otherwise, processing returns to step S16 to continue playing the next section.

[0105] As described above, the electronic game provision system 100 in this embodiment generates events according to the value of the training mode parameter. Here, the value of the training mode parameter is changed according to the characteristics of the support character participating in the game together with the training character. Therefore, by having a support character participate, the possibility of generating events in the electronic game is increased, and the events generated in accordance with the selection of a support character are not fixed.

[0106] In this embodiment, the server 102 and the client 104 are implemented by separate computers, but the functions of the server 102 may be implemented by one of the clients 104. Alternatively, of the multiple clients 104 participating in the game, at least one client 104 may be designated as the host terminal, and the other clients 104 as guest terminals. The guest terminals may accept the selection of choices and send them to the host terminal (including the choices of the player operating the host terminal), the host terminal may determine whether the choices satisfy a predetermined relationship, return the determination result to the guest terminals, and generate game effects in the guest terminals according to the determination result (separately, effects may also be generated for the player operating the host terminal according to the determination result). [Explanation of Symbols]

[0107] 10 Processing unit, 12 Storage unit, 14 Input unit, 16 Output unit, 18 Communication unit, 20 Processing unit, 22 Storage unit, 24 Input unit, 26 Output unit, 28 Communication unit, 100 Electronic game provision system, 102 Server, 104 Client, 106 Information and communication network.

Claims

1. An electronic game provider that provides an electronic game in which a character is raised, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game providing device characterized by comprising the following features.

2. An electronic game providing device according to claim 1, The event generating means is characterized in that the content of the event is changed according to the value of the first parameter.

3. An electronic game providing device according to claim 1 or 2, The electronic game providing device is characterized in that there are multiple types of the first parameter, a reference value is set for each type, and the event occurs when the first parameter reaches the reference value.

4. An electronic game providing device according to claim 3, An electronic game providing device characterized in that, when the first parameter exceeds the reference value, it generates the events according to the first parameter that exceeds the reference value.

5. An electronic game providing device according to claim 4, The electronic game providing device is characterized in that multiple reference values ​​are set for a single type.

6. An electronic game providing device according to claim 1, An electronic game providing device characterized by granting an item to the player of the electronic game upon the occurrence of the aforementioned event.

7. An electronic game providing device according to claim 1, The electronic game providing device is characterized in that the event is an event that is pre-set in the training of the training character.

8. An electronic game providing device according to claim 1, An electronic game providing device characterized in that multiple support characters can be set for the training character, and the first parameter is changed according to the sum of the second parameters of the multiple support characters that have been set.

9. An electronic game provision program that provides electronic games in which players raise characters, Computers, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game provision program characterized by its ability to function in this way.

10. A method for providing electronic games that provide electronic games for raising characters, A character selection step where the user selects the character to be trained, A support character selection step in which the player selects a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed in a first parameter change step according to the progress of the game and the second parameter, An event occurrence step in which an event occurs in the game according to the value of the first parameter, A method for providing electronic games, characterized by comprising the following features.

11. An electronic game provision system that provides electronic games in which players raise characters, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game provisioning system characterized by comprising the following features.

Citation Information

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