Game program and game device
The game program and device enable parallel execution of multiple game modes with a single account, managing game parameters and screen display to optimize playtime and prevent parameter limits, addressing inefficiencies in existing systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2021-09-30
- Publication Date
- 2026-06-03
AI Technical Summary
Game programs that require consumption of game parameters, such as stamina, have an upper limit, leading to inefficient playtime as users cannot play multiple programs simultaneously due to limited leisure time and errors when using a single account on multiple devices.
A game program and device that allow multiple game modes to be executed in parallel with a single user account, managing game parameters and generating independent game objects, ensuring each mode's progression does not affect others, and optimizing screen display based on the number of modes.
Enables efficient use of playtime by allowing simultaneous gameplay across multiple modes without affecting each other's content, preventing parameter limits, and optimizing screen layout for multiple modes, thus enhancing user engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program and a game device.
Background Art
[0002] When starting or continuing one of game modes such as quests prepared in a game, a game program that requires consumption of predetermined game parameters such as a stamina value is known (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Such game parameters generally recover over time. However, since the upper limit value is set for the game parameters that recover over time, the value of the game parameters that have reached the upper limit value does not increase due to subsequent passage of time. Therefore, in order for the user to play the game efficiently, it is necessary to start or continue the game mode and consume the game parameters before reaching the upper limit value.
[0005] On the other hand, the increasing number of game programs that require the consumption of such game parameters means that users are often playing multiple game programs alternately. In other words, the amount of time that can be spent playing a single game program per day is decreasing. Since each user has limited leisure time, there is a risk that they will be unable to play a game program if its parameters reach their upper limit, making it difficult to play games efficiently. For example, in a training game where many characters can be raised, if it takes a certain amount of time to raise one character, it may become difficult to play the game efficiently.
[0006] While there are game programs that allow multiple devices to run the game using a single account, even these programs do not allow simultaneous gameplay using a single account on multiple devices. Attempting to log in with a single account from multiple devices will result in an error, preventing gameplay. For example, if you start a game using a single account on the first device, and then start the same game using the same account on the second device, the operation on the second device will be valid, but attempting to operate the first device again afterward will result in an error.
[0007] Therefore, the present invention aims to provide a game program and a game device that can shorten the user's playtime in a single game program. [Means for solving the problem]
[0008] A game program according to one aspect of the present invention causes a computer to function as a game progression means for advancing a game including multiple game modes, and as an account management means for permitting the execution of the game modes based on predetermined data associated with a user account that identifies a user, wherein the game progression means can execute multiple game modes in parallel with a single user account, and each of the multiple game modes executed in parallel does not affect the content of other game modes that are being executed.
[0009] The account management means may manage the game parameters assigned to each account and necessary to start or continue the game mode as predetermined data, and may consume a predetermined amount of the game parameters when starting or continuing each of the multiple game modes.
[0010] The plurality of game modes that can be executed in parallel include a first game mode in which the game progresses based on user input and a second game mode in which user input is not required during game progression, and the game progression means may be able to execute the first game mode and the second game mode in parallel with a single user account.
[0011] The multiple game modes that can be run in parallel include a first game mode in which the game progresses based on user input, and the game progression means may enable multiple first game modes to run in parallel with a single user account.
[0012] The multiple game modes that can be executed in parallel include a first game mode in which the game progresses using predetermined game objects based on user operations, and the game progression means generates fixed game objects by changing the parameters associated with the predetermined game objects when the first game mode is executed, and the changes in the parameters of the predetermined game objects due to the execution of the first game mode do not affect the content of other game modes running in parallel with the first game mode, and the multiple fixed game objects generated in the multiple first game modes may be recognized as different game objects from each other.
[0013] The game progression means is capable of executing a third game mode using multiple game objects that are running in parallel in the first game mode, and may change the parameters associated with the multiple game objects according to the result of the third game mode.
[0014] The computer may function as a screen generation means for generating execution screens for the game mode, and the screen generation means may generate one or more execution screens corresponding to the number of times the game mode is executed.
[0015] The screen generation means may generate a display screen to be displayed on the computer's display unit such that the one or more execution screens are arranged in a predetermined configuration according to the number of execution screens generated.
[0016] Furthermore, a game device according to another aspect of the present invention comprises a program storage unit that stores the above-mentioned game program, and a computer that executes the program stored in the program storage unit. [Effects of the Invention]
[0017] According to the present invention, it is possible to provide a game program and a game device that can shorten the user's playtime in a single game program. [Brief explanation of the drawing]
[0018] [Figure 1] FIG. 1 is a block diagram showing a hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the game system in the present embodiment. [Figure 3] FIG. 3 is a diagram showing an example of a game screen during execution of one game mode. [Figure 4] FIG. 4 is a diagram showing an example of a game screen during parallel execution of two game modes. [Figure 5] FIG. 5 is a diagram showing an example of a game screen at the start of the second game mode in FIG. 4. [Figure 6] FIG. 6 is a diagram showing an example of a game screen during parallel execution of four game modes. Embodiments for Carrying Out the Invention
[0019] [Embodiment] Hereinafter, a game program and a game system according to an embodiment of the present invention will be described with reference to the drawings.
[0020] [Hardware Configuration] FIG. 1 is a block diagram showing a hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. The game system 1 is configured such that a game device 2 configured as a computer device and a server 3 are communicably connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Among these, the game device 2 includes a processor such as a CPU (Central Processing Unit) 10 that controls its operation, and an operation input unit 12, a storage device 14, a ROM (Read Only Memory) 15, and a RAM (Random Access Memory) 16 are connected to the CPU 10 via a bus 11.
[0021] The game device 2 is configured such that the user holds a moving housing provided with a monitor 19 which is a display unit. An operation input unit 12 is provided in the moving housing. In the present embodiment, each component of the game device 2 is housed inside the moving housing. The game device 2 is constituted by, for example, a portable information terminal such as a smartphone or a tablet PC.
[0022] The ROM 15 is a semiconductor memory such as a mask ROM or a PROM, and stores a startup program for starting up the game device 2 and the like. The RAM 16 is constituted by a DRAM, an SRAM, or the like, and reads and temporarily stores a game program 30a to be executed by the CPU 10, game data 30b required for the execution thereof, and the like according to the game play situation.
[0023] Furthermore, a graphic processing unit 17, an audio synthesizing unit 20, and a network interface 25 are connected to the CPU 10 via a bus 11.
[0024] Among these, the graphic processing unit 17 draws a game image including a virtual game space, each character, and the like according to an instruction from the CPU 10. Also, a monitor 19 built in the game device 2 is connected to the graphic processing unit 17 via a video conversion unit 18, and the game image drawn by the graphic processing unit 17 is converted into a video format in the video conversion unit 18 and displayed on the monitor 19.
[0025] The audio synthesizing unit 20 reproduces and synthesizes digital game sounds according to an instruction from the CPU 10. Also, an external speaker 22 is connected to the audio synthesizing unit 20 via an audio conversion unit 21. Therefore, the game sounds reproduced and synthesized by the audio synthesizing unit 20 are decoded into an analog format in the audio conversion unit 21 and output to the outside from the speaker 22.
[0026] The operation input unit 12 consists of a touch panel provided on the monitor 19, and the user can perform the corresponding operation input by touching the operation buttons, etc., displayed on the monitor 19.
[0027] On the other hand, server 3 is equipped with a high-performance processor such as a CPU 40 that controls its operation, and a storage device 42, ROM 43, RAM 44, and network interface 45 are connected to this CPU 40 via a high-speed bus 41.
[0028] The ROM 43 of server 3 is a semiconductor memory such as a mask ROM or PROM, and stores basic programs necessary for the basic operation of server 3, such as a program that controls communication between server 3 and other game devices 2.
[0029] Furthermore, RAM 44 is composed of DRAM or SRAM, and temporarily stores programs that the CPU 40 should execute, as well as data necessary for their execution, by reading them from storage device 42, etc.
[0030] In this embodiment, the game system 1 runs the game (app) installed on the game device 2 as a so-called native app, and the server 3 operates in a manner that manages data such as stamina values (described later), virtual currency, owned characters, and character acquisition lottery (gacha) on the web.
[0031] The storage device 42 of server 3 is a large-capacity storage medium built into server 3. Server 3 stores the game program 42a and game data 42b in the storage device 42. The CPU 40 manages the save data 42c for each game device 2 (account). Server 3 and game devices 2 communicate with each other via a communication network NW.
[0032] Game device 2 receives (downloads and installs) game programs 42a and game data 42b stored in the storage device 42 of server 3 via game device 2 in order to execute (play) a predetermined game based on user input. Furthermore, game device 2 receives (downloads and installs) update game programs and game data from server 3.
[0033] Game device 2 plays the game based on the installed game program and game data, and outputs the game effects (game images, sound) associated with this game progress to monitor 19 and speaker 22, etc., as described later.
[0034] Each game device 2 and each user is assigned a different user account (unique identification information that identifies the user). Each account is then assigned an ID (identification code).
[0035] Server 3 manages each user's user account and receives data related to each user account's game progress from the game device 2 and stores it in the storage device 42.
[0036] In the game described in this embodiment, the user selects at least one base character from among several base characters and executes a predetermined game mode using that base character. Furthermore, this game is a multiplayer game that synchronizes multiple computers (multiple game devices 2) operated by multiple users via a communication network NW, allowing for competitive gameplay between multiple users.
[0037] [Functional configuration of the game device] Figure 2 is a block diagram showing the functional configuration of the game system in this embodiment. The game device 2, which constitutes the game system 1, operates as a computer equipped with a control unit 5a that includes a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphics processing unit 17, an audio synthesis unit 20, etc. The server 3 also operates as a computer equipped with a control unit 5b that includes a CPU 40, a storage device 42, a ROM 43, and a RAM 44, etc. As shown in Figure 2, the control unit 5 of the game system 1, which is formed by the cooperation of the control unit 5a of the game device 2 and the control unit 5b of the server 3, executes game programs 30a and 42a, and through the control of each processor, performs functions such as game progression means 51, account management means 52, and screen generation means 53.
[0038] Of these, the game progression means 51 advances a predetermined game mode using at least one of the multiple base characters. For example, in one game mode, the game progression means 51 generates the base character selected by the user as a player character in a virtual space, and advances the game by making the player character act in the virtual space based on the user's input.
[0039] At this time, the game progression means 51 generates a two-dimensional or three-dimensional virtual space (game space) in which the player character controlled by the user acts. For example, as the player character moves, the game progression means 51 reads data such as objects and textures contained in the game data 30b, 42b and generates a two-dimensional or three-dimensional virtual game space. The screen generation means 53 generates the execution screen of the game mode and displays it on the monitor 19.
[0040] Furthermore, the game progression means 51 also generates objects that operate within the virtual space. The game progression means 51 also positions virtual cameras based on the player character's position. Two-dimensional images captured by the virtual cameras positioned in the virtual space are displayed on the monitor 19 as game progress images. The game progression means 51 advances the game mode by controlling the movements of the player character and virtual cameras according to user input to the operation input unit 12 or the game's progress. Furthermore, the game progression means 51 controls the movements of non-player characters, such as characters acting in the virtual space.
[0041] Furthermore, the account management means 52 performs authentication processing between the server 3 and the user account. The account management means 52 also permits the execution of the game mode based on predetermined data associated with the user account that identifies the user. In this embodiment, the account management means 52 manages game parameters as predetermined data. Game parameters are assigned to each user account and are necessary to start or continue the game mode. Hereinafter, the game parameters associated with the user account will also be referred to as stamina values.
[0042] [Game Mode Execution Process] The game mode execution process in this embodiment will now be described. When a user performs an operation to start a game (such as launching a game program), the account management means 52 communicates with the server 3 via the communication network NW, and the user account is transmitted from the game device 2. The server 3 performs a predetermined authentication based on the transmitted user account and transmits data necessary for game progression (data related to game progress) to the game device 2.
[0043] The game progression means 51 receives data related to the game progress of this user account and proceeds with the game on the game device 2. The account management means 52 transmits data related to the game progress to the server 3 not only at the start of the game but also at predetermined timings during game progression (when data is updated, such as when an item is consumed or a game task is completed). In this way, the game system in this embodiment communicates with each other at predetermined timings, and the server 3 and the game device 2 synchronize to proceed with the game.
[0044] The game in this embodiment includes multiple game modes. The game modes in this embodiment include a first game mode (training mode) in which one base character (a predetermined game object) is selected from multiple base characters and that base character is trained. The screen generation means 53 generates a game mode execution screen G2 that displays the game mode to be executed. Hereinafter, the base character to be trained in the training mode will be referred to as the character being trained (the game object being executed).
[0045] Figure 3 shows an example of a game screen while one game mode is running. As shown in Figure 3, the game screen G1 includes a game mode execution screen G2, a main menu display unit G3, and a game parameter display unit G4. The game mode execution screen G2 displays the contents of the game mode currently running. The main menu display unit G3 is provided separately and independently from the game mode execution screen G2 and has one or more virtual buttons for controlling the entire game. The virtual buttons include virtual buttons for selecting or executing game modes. In other words, the game mode is executed when the user operates the main menu display unit G3 using touch input or the like.
[0046] Executing a game mode consumes a predetermined game parameter (stamina value in the example of Figure 3). Stamina value is assigned to each user account, and a predetermined amount is consumed to start or continue a game mode. The account management means 52 consumes a predetermined amount of stamina value when starting or continuing each of the multiple game modes. Stamina value recovers over time. A maximum value is set for stamina value, and it will not recover over time beyond this limit. Stamina value can also be recovered through in-app purchases or the use of items. The game parameter display unit G4 displays the current stamina value according to the user account.
[0047] In the training mode, where the user develops a base character selected by the user, the game progresses based on the user's actions. For example, the user's selection determines which training content to execute from among several options (training content in the example in Figure 3). Depending on the training content, the user may be required to perform actions such as continuously touching a designated virtual button B1. There may also be training content that does not require any user action.
[0048] Depending on the result of executing the selected training content or the input results during the execution of the training content, at least one predetermined parameter among several parameters associated with the character being trained will change. The initial values of the multiple parameters associated with the character being trained are the values of the multiple parameters associated with the base character selected by the user. Depending on the game content, various parameters that affect the game content may be set for the character. These multiple parameters include, for example, parameters that depend on the game content such as stamina, attack power, defense power, mental strength, running speed, hitting power, and fielding power.
[0049] In training mode, the number of available turns is predetermined, and each time a training activity is performed, a turn is consumed. Training mode ends when the predetermined number of turns has been reached. In other words, the execution of training mode continues until the predetermined number of turns is completed, and during that time, the game mode execution screen G2 is occupied. For example, in the example in Figure 3, the training period display unit D1 is displayed on the game mode execution screen G2 while training mode is running. The meter on the training period display unit D1 advances from the start position S towards the end position G each time a training activity is performed, and the training mode ends when it reaches the end position G.
[0050] The game progression means 51 generates a post-training character (post-execution game object) by executing the training mode, with predetermined parameters associated with the character being trained changed. The post-training character is stored in the storage device 42 of the server 3, associated with the user account. The post-training character is treated as a separate character from the base character and the character being trained. For example, a user can play a game using the post-training character against a non-player character or a post-training character trained by another user.
[0051] Here, the game progression means 51 allows multiple game modes to be executed in parallel with a single user account. In other words, the account management means 52 permits multiple game modes to be executed in parallel with a single user account. For example, while a game mode shown in Figure 3 is being executed, an operation input to execute a new game mode is made to the main menu display unit G3, and the execution of the new game mode starts while the currently running game mode continues.
[0052] Figure 4 shows an example of a game screen when two game modes are running in parallel. Figure 5 shows an example of a game screen at the start of the second game mode in Figure 4. Figure 6 shows an example of a game screen when four game modes are running in parallel. As shown in Figures 4 and 6, when multiple game modes are running in parallel, multiple game mode execution screens G2a, G2b, G2c, and G2d are displayed on the game screen G1. That is, the screen generation means 53 generates one or more game mode execution screens G2 according to the number of game modes being executed.
[0053] For example, in the example shown in Figure 4, while one training mode is running with character A selected as the base character, another training mode is running with the same character A selected as the base character. In this case, the game progression means 51 runs multiple training modes in parallel using a single user account.
[0054] For example, as shown in Figure 3, when one game mode execution screen G2 is displayed on the game screen G1, if the user inputs a start operation to execute a new training mode in the main menu display unit G3, as shown in Figure 5, in addition to the game mode execution screen G2a that displays the currently running training mode, a game mode execution screen G2b that displays the newly executed training mode will be generated on the game screen G1.
[0055] The submenu display unit G5 for inputting settings for the training mode to be executed on the newly generated game mode execution screen G2b is displayed within the game mode execution screen G2b. Figure 5 shows the submenu display unit G5 as a screen for selecting the base character to be trained. When the user performs a predetermined game mode start operation input, including inputting the selection of the base character, the corresponding training mode is executed on the game mode execution screen G2b, as shown in Figure 4.
[0056] Each of the multiple game modes running concurrently progresses independently of the others. Furthermore, each of the multiple game modes running concurrently does not affect the content of the other game modes that are currently running. In other words, the parameter changes in base character A resulting from the execution of one training mode do not affect the content of other game modes running concurrently with the first game mode.
[0057] For example, in the example in Figure 4, even if the parameters of character A being trained change due to the execution of the training mode in one game mode execution screen G2a, the parameters of character A being trained in the training mode in the other game mode execution screen G2b will not change. The reverse is also true. As a result, the trained character obtained as a result of the training mode of character A executed in one game mode execution screen G2a may have different parameters from the trained character obtained as a result of the training mode of character A executed in the other game mode execution screen G2b. Note that the parameters of the character being trained do not change even if the parameters of the corresponding base character change after the start of the training mode.
[0058] In this way, multiple characters created in multiple training modes are recognized as different characters (game objects) from each other and stored in the storage device 42 of server 3. Similarly, multiple characters being trained based on the same base character are also recognized as different characters from each other.
[0059] Furthermore, the game progression means 51 allows multiple different training modes to be executed in parallel for each base character. In the example in Figure 6, the game screen G1 includes four game mode execution screens G2a, G2b, G2c, and G2d. Two of these, G2a and G2b, are executing a training mode using base character A (training character A). In the other game mode execution screen G2c, a training mode using base character B (training character B) is being executed.
[0060] Furthermore, the game modes in this embodiment include a first game mode (training mode) in which the game progresses based on user operations, as well as a second game mode in which user operations are not required for the game to progress. The second game mode is, for example, a story viewing mode in which a predetermined video related to the base character is played. In story viewing mode, the user can switch between a manual mode in which the user updates text such as dialogue with tap operations, and an auto mode in which the text is automatically updated at predetermined timings, based on user operations. The game progression means 51 can execute the training mode and the story viewing mode in parallel with a single user account.
[0061] In the example shown in Figure 6, the story viewing mode for base character A is being executed on one of the four game mode execution screens, G2d. Even when executing the story viewing mode, the user performs a predetermined input operation on the main menu display unit G3. Through the user's selection operation, it is possible to choose the character whose video they wish to view from among multiple base characters.
[0062] The second game mode affects the base character used in the first game mode (training mode). For example, when the story viewing mode for base character A is executed and the video playback on the corresponding game mode execution screen G2d finishes, predetermined parameters of base character A change. For example, some of the multiple parameters associated with the base character may increase or decrease, or all of the multiple parameters associated with the base character may increase or decrease by a predetermined percentage.
[0063] However, changes in the base character's parameters in the second game mode do not affect the ongoing training mode. For example, in the example in Figure 6, even if the story viewing mode for base character A on game mode execution screen G2d ends and the predetermined parameters associated with base character A change before the training mode using character A on game mode execution screens G2a and G2b ends, the parameters of the character being trained in the training mode on game mode execution screens G2a and G2b will not change.
[0064] If a game mode's judgment is made using the current parameters of a character being trained, and those parameters change midway through the game mode, the judgment result will change depending on whether the parameter change occurred before or after the judgment, potentially rendering the game unplayable. Furthermore, determining whether the parameter change occurred before or after the judgment becomes complicated. To avoid these problems, the parameters of a character being trained are not affected by changes in the base character's parameters.
[0065] As mentioned above, the trained character generated upon the completion of game mode execution screens G2a and G2b is treated as a different character from base character A, and therefore the trained character generated upon the completion of game mode execution screens G2a and G2b is not affected by the parameter changes of base character A.
[0066] On the other hand, when the story viewing mode for base character A on the game mode execution screen G2d ends, and predetermined parameters associated with base character A change, and a new training mode using base character A is started, the training mode using the training character A with the changed parameters will be executed.
[0067] In this embodiment, the screen generation means 53 generates a game screen G1 to be displayed on the monitor 19 such that one or more game mode execution screens G2 are arranged in a predetermined configuration, depending on the number of game mode execution screens G2 generated. In this embodiment, the screen generation means 53 changes the display direction of the game screen G1 according to the number of game mode execution screens G2.
[0068] For example, as shown in Figure 3, when one game mode execution screen G2 is displayed within the game screen G1, the game screen G1 is set to a vertical display where the long side of the monitor 19 coincides with the vertical direction of the display screen. In this case, the main menu display unit G3 is positioned below the game mode execution screen G2 so that the long side of the main menu display unit G3 extends in a direction perpendicular to the long side of the monitor 19 (the left-right direction on the display screen).
[0069] Furthermore, as shown in Figure 4, when two game mode execution screens G2a and G2b are displayed within the game screen G1, the game screen G1 is set to a horizontal display where the long side of the monitor 19 coincides with the left-right direction of the display screen. In this case, the two game mode execution screens G2a and G2b are arranged side by side in the left-right direction. The main menu display unit G3 is positioned below the two game mode execution screens G2a and G2b, such that the long side of the main menu display unit G3 extends along the long side of the monitor 19 (the left-right direction on the display screen).
[0070] Furthermore, as shown in Figure 6, when four game mode execution screens G2a, G2b, G2c, and G2d are displayed within the game screen G1, the game screen G1 is set to a vertical display where the long side of the monitor 19 coincides with the vertical direction of the display screen. In this case, the four game mode execution screens G2a, G2b, G2c, and G2d are arranged to occupy two screens vertically and two screens horizontally. The main menu display unit G3 is positioned below the four game mode execution screens G2a, G2b, G2c, and G2d, such that the long side of the main menu display unit G3 extends in a direction perpendicular to the long side of the monitor 19 (the left-right direction on the display screen).
[0071] Furthermore, the game parameter display unit G4 also has its display orientation set to match whether the screen is displayed vertically or horizontally.
[0072] [Effects of the invention] In summary, one aspect of this embodiment is that the computer (control unit 5) functions as a game progression means 51 for advancing a game that includes multiple game modes, and an account management means 52 for permitting the execution of the game modes based on predetermined data associated with a user account that identifies the user. The game progression means 51 is a game program that can execute multiple game modes in parallel with a single user account, and each of the multiple game modes executed in parallel does not affect the content of other game modes that are currently running.
[0073] According to the game program of this embodiment, multiple game modes can be executed in parallel for a single user account, thereby shortening the user's playtime for a single game program. On the other hand, each of the multiple game modes executed in parallel does not affect the content of the other game modes that are currently running. As mentioned above, in conventional games, an error occurs when trying to log in with a single account from multiple devices, making it impossible to play the game. This is likely a measure to prevent inconsistencies in game data when the game is played simultaneously on multiple devices, even though there is only one game data file. In contrast, in this embodiment, each of the multiple game modes executed in parallel does not affect the content of the other game modes that are currently running. As a result, it is permissible to execute multiple game modes in parallel as long as the consistency of the game data can be maintained, thus making it possible to streamline the game progression in parts that users tend to find tedious while maintaining the enjoyment of the game.
[0074] Furthermore, in this embodiment, a predetermined amount of game parameters (stamina value) associated with the user account is consumed when starting or maintaining each of the multiple game modes. Therefore, compared to not running multiple game modes in parallel, game parameters can be consumed more efficiently with the same game content. Consequently, the amount of game mode execution per unit time increases, and it is possible to prevent the game parameters from reaching their upper limit.
[0075] Furthermore, in this embodiment, a first game mode in which the game progresses based on user input and a second game mode in which user input is not required during game progression can be executed in parallel. Therefore, it is possible to play the first game mode while simultaneously viewing videos in the second game mode. In other words, it is possible to play the first game mode, which requires user input, while simultaneously viewing videos, which do not require user input. In addition, in this embodiment, multiple first game modes can be executed in parallel, allowing for simultaneous character development using the same base character as described above. Therefore, even if the results of one first game mode are unfavorable to the user, it is possible to prevent the user from feeling that their efforts were wasted and to prevent a decrease in their motivation to play the game.
[0076] The entertainment industry is a highly competitive environment for capturing each user's time. For example, if a user watches a video while playing a game, effectively half of their game time is consumed by watching the video. In contrast, this embodiment allows users to dedicate all of their playtime to the game.
[0077] Furthermore, in this embodiment, a number of game mode execution screens G2 are generated according to the number of game modes being executed, and the game screen G1 is generated so that the screen layout corresponds to the number of game mode execution screens G2. In this way, the display of the game screen G1 is optimized according to the number of game modes being executed, so even when multiple game modes are being executed in parallel, the game screen G1 can be made easy for the user to view.
[0078] [Other embodiments] Although embodiments of the present invention have been described above, the present invention is not limited to the above embodiments, and various improvements, changes, and modifications are possible without departing from the spirit of the invention.
[0079] For example, in the above embodiment, an example was given in which a number of game mode execution screens G2 corresponding to the number of game modes being executed is generated, but multiple game mode execution screens G2 may be displayed in advance. In this case, it may be possible to select a game mode by touching a game mode execution screen G2 that is not currently running. In this case, the main menu display unit G3 may not be necessary.
[0080] Furthermore, when running multiple game modes in parallel, one of the game modes may be temporarily paused depending on the situation. For example, if a new game mode is started while one or more game modes are running, the running game modes may be temporarily paused while the input for starting the new game mode is being received. Also, when multiple game modes are running and all of them require user input, one of the game modes may be temporarily paused.
[0081] For example, in a training mode in which training turns, race turns, and rest turns are repeated in that order, if user operation is required during training turns but not during other turns, when the game mode on the first game mode execution screen G2a is a training turn, even if the game mode on the second game mode execution screen G2b transitions from a rest turn to a training turn, the game progression means 51 may pause the training turn on the second game mode execution screen G2b until the training turn on the first game mode execution screen G2a is completed.
[0082] Furthermore, while the above embodiment illustrates cases where multiple first game modes are executed in parallel and cases where a first game mode and a second game mode are executed in parallel, multiple second game modes may also be executed in parallel.
[0083] Furthermore, in the above embodiment, the termination condition for the first game mode (training mode) was shown to be the passage of a predetermined number of turns, but this is not limited to this, and various conditions can be set for the termination of a game mode, such as reaching a predetermined location, defeating a predetermined character, or performing a predetermined action a predetermined number of times. Also, the first game mode, in which the game progresses based on user operations, is not limited to the training mode described above. For example, the first game mode may be a quest, stage, mission, etc. in an action game, or a predetermined mini-game attached to the main game. Alternatively, for example, it may be an idle game mode in which the game mode is started based on user operations and the result is output after being left idle for a certain period of time.
[0084] Furthermore, in the above embodiment, an example was given in which at least one predetermined parameter among a plurality of parameters associated with the character being trained changes according to the execution result of the training mode. In addition to this, or instead, special abilities, skills, etc., added to the character being trained may also change according to the execution result of the training mode.
[0085] Furthermore, in the above embodiment, an example was shown in which the parameters of the base character change when the second game mode, the story viewing mode, is executed. However, the parameters of the base character may also change in other game modes. However, even in this case, the parameters of the character being trained and the character after training will not change.
[0086] Furthermore, a game may include game sections that allow multiple game modes to be played in parallel, and game sections that do not allow multiple game modes to be played in parallel, depending on the game's progress. For example, in a game that includes a training part with a training mode for developing characters, and a battle part where the trained characters are used to battle against non-player characters or other users, the training part may be set as a game section that allows multiple game modes to be played in parallel, while the battle part may be set as a game section that does not allow multiple game modes to be played in parallel.
[0087] The game progression means 51 may enable the execution of another game mode (third game mode) using multiple training characters (executing game objects) that are running in parallel in the training mode. In this case, for example, a game mode in which training characters compete or battle each other, or a game mode in which training characters play cooperatively, may be executed. At this time, each training mode is temporarily suspended. The game progression means 51 may change the parameters associated with the multiple training characters used in the third game mode according to the result of that game mode. Upon the end of the third game mode, the execution of the training mode for the training characters used in the third game mode is resumed. The parameters associated with the training characters at the time of resumption are the parameters that have been changed according to the result of the third game mode.
[0088] Note that the training mode for characters being trained for use in the third game mode will be temporarily suspended while the third game mode is running (the third game mode and the training mode of the characters participating in it will not run in parallel), however, the training modes and other game modes for characters not participating in the third game mode may run in parallel with the third game mode.
[0089] When the training mode is temporarily suspended, the training mode may be hidden from the game mode display screen G2, or it may be displayed on the game mode display screen G2. If the training mode is displayed even when temporarily suspended, a message indicating that it is temporarily suspended, such as "Waiting," may be displayed, or it may not be displayed. On the game mode display screen G2, it may be displayed as if the training mode is continuing. In other words, the temporary suspension of the training mode means that no game progress (for example, calculations or draws to change parameters) is performed that would change the parameter values of the character being trained at that time. Therefore, even if the game mode display screen G2 displays that the training mode is continuing, the temporarily suspended training mode and the third game mode do not constitute multiple game modes running in parallel. In fact, during the execution period of the temporarily suspended training mode and the third game mode, the temporarily suspended training mode and the third game mode do not affect each other.
[0090] The third game mode may be implemented at a predetermined time from the start of the training mode (for example, on the 10th turn from the start of the training mode). In this case, characters being trained can compete with each other at the same training stage, ensuring fair competition. Alternatively, the training stages of the characters used in the third game mode may differ. In this case, for example, when playing cooperatively in the third game mode, characters that have progressed in training can help characters that have not progressed as much to complete the tasks in the third game mode, thereby increasing the training speed of the characters that have not progressed as much.
[0091] Furthermore, while the above embodiment illustrates a configuration in which multiple game modes are executed in parallel within a single game device 2, it is also possible to use multiple game devices 2 and execute one or more game modes in parallel within each game device 2.
[0092] Furthermore, in the above embodiment, an example was given in which the game parameter display unit G4 is displayed above the game screen G1 and the main menu display unit G3 is displayed below the game screen G1, regardless of the number of game mode execution screens G2 (i.e., vertical or horizontal display), but the embodiment is not limited to this. For example, the main menu display unit G3 may switch between a vertically elongated shape (a shape in which the long side is aligned with the vertical direction of the display screen) or a horizontally elongated shape (a shape in which the long side is aligned with the horizontal direction of the display screen) depending on the number of game mode execution screens G2. Alternatively, the main menu display unit G3 may be split vertically or horizontally depending on the case. In this way, the display manner of the user interface may change depending on the number and arrangement of the multiple game mode execution screens G2.
[0093] Furthermore, a menu display section corresponding to the game mode may be provided within the game mode execution screen G2. The display mode of such a menu display section within the game mode execution screen G2 may also change depending on the number, size, orientation, etc., of the game mode execution screens G2.
[0094] Furthermore, although the above embodiment shows that the display orientation of the game screen G1 (portrait or landscape) switches depending on the number of game mode execution screens G2, the display orientation of the game screen G1 may be fixed to either portrait or landscape.
[0095] Furthermore, the user may be able to select between portrait and landscape display regardless of the number of game mode execution screens G2. In this case, the screen generation means 53 may generate game screens G1 according to the number of game mode execution screens G2 for both portrait and landscape display. In addition, it may be predetermined which of portrait and landscape display is recommended depending on the number of game mode execution screens G2, and when the number of game mode execution screens G2 changes, a display indicating the recommended display direction of game screen G1 may be displayed on game screen G1.
[0096] Furthermore, when displaying multiple game mode execution screens G2, it is not necessary to display all of them equally. For example, when displaying three game mode execution screens G2a, G2b, and G2c, one game mode execution screen G2a may be displayed in half of the display area (the display area when only one game mode execution screen G2 is displayed), and the remaining two game mode execution screens G2b and G2c may be displayed in one-quarter of the display area. In this case, the position and orientation of the menu display may change according to the size of the divided area. In addition, the user may be able to select in advance which game mode is displayed in which area, or the user may be able to change it while the game mode is running.
[0097] Furthermore, an upper limit may be set on the number of screens that can be displayed on the game mode execution screen G2.
[0098] Furthermore, while the above embodiment illustrates the consumption of game parameters (stamina value) at the start of each game mode, stamina may also be consumed when continuing a game mode, in addition to or instead of this. Continuing a game mode includes, for example, restarting the game mode from the point of failure if it fails midway through, or extending the time in a game mode with a time limit. Additionally, game modes may include those that consume game parameters and those that do not. Game parameters may also be consumed when playing multiplayer.
[0099] Furthermore, the amount of game parameters consumed may change depending on the number of game modes running concurrently. For example, when running one game mode, 10 stamina points may be consumed; when starting a new game mode while one game mode is running, 15 stamina points may be consumed; and when starting a new game mode while two game modes are running, 20 stamina points may be consumed. In other words, the amount of game parameters consumed when starting a new game mode may increase as the number of concurrently running game modes increases.
[0100] Conversely, it may be the case that 10 stamina points are consumed when running one game mode, 8 stamina points are consumed when starting a new game mode while one game mode is running, and 5 stamina points are consumed when starting a new game mode while two game modes are running. In other words, the more game modes that are running in parallel, the less game parameters are consumed when starting a new game mode.
[0101] Furthermore, the game progression means 51, the account management means 52, and the screen generation means 53 may each be configured as a functional block of the game device 2 or as a functional block of the server 3.
[0102] Furthermore, although the above embodiment was described using a simulation game as an example, the above embodiment is not limited to simulation games, but can be applied to various games such as action games, role-playing games, simulation games, puzzle games, and racing games.
[0103] Furthermore, while the above embodiments described the game device 2 as a portable information terminal such as a smartphone or tablet PC, or a portable game-dedicated device, the game device 2 is not limited to these, and the present invention can also be suitably applied to stationary game devices, personal computers, and other computer devices.
[0104] For example, in a computer device, multiple windows may display game modes running concurrently.
[0105] Furthermore, in the above embodiment, an example was shown in which, in the second game mode, story viewing mode, it is possible to switch between a manual mode, in which the game progresses based on user input, and an auto mode, in which the game progresses automatically without user input. However, it may also be possible to switch between manual mode and auto mode in other game modes, such as the first game mode. In this case, the game mode that the user last operated on among multiple game modes running in parallel may be automatically set to manual mode, and the other game modes may be automatically set to auto mode. When a game mode that was set to manual mode ends, one of the game modes running in auto mode may be automatically changed to manual mode. In this case, an indication of which game mode is manual mode may be displayed on the game screen G1. For example, the frame around the game mode execution screen G2 that is in manual mode may be displayed in a different color than the game mode execution screen G2 that is in auto mode.
[0106] Furthermore, in a computer system, if multiple windows display game modes running concurrently, one of the game modes displayed in the active window may be automatically set to manual mode, while the game modes displayed in the other windows may be automatically set to auto mode. If a game mode set to manual mode ends or the window is closed, one of the remaining windows may become the active window, and the game mode displayed in that active window may be automatically changed to manual mode. In this case, an indication of which game mode (window) is in manual mode may be displayed on the game screen G1.
[0107] Furthermore, the game device 2 may be equipped with a disk drive, a memory card slot, or an HDD, etc. In a game device equipped with a disk drive, the game device 2 may acquire game programs and game data by loading a disk-type memory device such as a DVD-ROM into the disk drive. In a game device equipped with a memory card slot, save data may be stored on a card-type memory medium by loading the card-type memory medium.
[0108] The effects and advantages of the present invention will also be exhibited when these other embodiments are adopted. Furthermore, the above embodiments, other embodiments, and other embodiments can be combined as appropriate. [Industrial applicability]
[0109] The present invention is useful in providing a game program and a game device that can shorten the user's playtime in a single game program. [Explanation of Symbols]
[0110] 2 Game devices 5. Control Unit (Computer) 51. Game progression methods 52 Account Management Methods 53 Screen generation means G2, G2a, G2b, G2c, G2d Game Mode Execution Screen
Claims
1. Computers, A means of progressing a game that includes multiple game modes, and It functions as an account management means that permits the execution of the game mode based on predetermined data associated with a user account that identifies the user, The aforementioned game progression means allows multiple game modes to be executed in parallel with a single user account. Each of the aforementioned game modes running in parallel does not affect the content of the other game modes running. The plurality of game modes that can be run in parallel include a first game mode in which the game progresses based on user input, The game progression means is a game program that enables multiple first game modes to be executed in parallel within a single game device using a single user account.
2. Computers, A means of progressing a game that includes multiple game modes, and It functions as an account management means that permits the execution of the game mode based on predetermined data associated with a user account that identifies the user, The aforementioned game progression means allows multiple game modes to be executed in parallel with a single user account. The multiple game modes that can be executed in parallel include a first game mode in which a game using predetermined game objects progresses based on user input, The game progression means generates a post-execution game object in which the parameters associated with the predetermined game object have been changed by executing the first game mode. The changes in the parameters of the predetermined game object resulting from the execution of the first game mode do not affect the content of other game modes that are executed in parallel with the first game mode. A game program in which multiple first game modes can be executed in parallel using a single common game object, and the multiple post-execution game objects generated by the multiple first game modes using the single common game object are recognized as different game objects from one another.
3. The game program according to claim 2, wherein the game progression means is capable of executing a third game mode using a plurality of game objects that are executing the first game mode in parallel, and changes the parameters associated with the plurality of game objects according to the result of the third game mode.
4. Computers, A means of progressing through a game that includes multiple game modes. An account management means that permits the execution of the game mode based on predetermined data associated with a user account that identifies the user, and This is configured to function as a screen generation means for generating the execution screen of the aforementioned game mode, The aforementioned game progression means allows multiple game modes to be executed in parallel with a single user account. Each of the aforementioned game modes running in parallel does not affect the content of the other game modes running. The screen generation means is a game program that generates one or more execution screens corresponding to the number of times the game mode is executed.
5. The game program according to claim 4, wherein the screen generation means generates a display screen to be displayed on the computer's display unit such that the one or more execution screens are arranged in a predetermined configuration according to the number of execution screens generated.
6. The game program according to any one of claims 1 to 5, wherein the account management means is assigned to each user account, manages game parameters necessary to start or continue the game mode as predetermined data, and consumes a predetermined amount of the game parameters when starting or continuing each of the plurality of game modes.
7. The multiple game modes that can be run in parallel are: The first game mode progresses based on user input, It includes a second game mode that eliminates the need for user input during game progression, The game program according to any one of claims 1 to 6, wherein the game progression means is capable of running the first game mode and the second game mode in parallel with a single user account.
8. A program storage unit storing a game program according to any one of claims 1 to 7, A game device comprising a computer that executes a program stored in the program storage unit.