Information processing system, information processing method, and program

The system addresses the lack of relevance and differences in multi-part games by initiating different game parts with varying parameter processing, enhancing user engagement and reducing load through shared media and simplified processes.

JP7870513B2Active Publication Date: 2026-06-05GLEE HOLDINGS CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
GLEE HOLDINGS CO LTD
Filing Date
2023-12-14
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing games with multiple game parts lack appropriate relevance and differences between these parts, which can reduce user engagement and play frequency.

Method used

A system that allows for a first game part to be set and started based on user input, with a second game part initiated by a different input, where the second game part proceeds differently and includes simplified processing of game parameters compared to the first, using shared game media and parameters.

Benefits of technology

This approach enhances user engagement by providing appropriate relevance and differences between game parts, increasing play frequency and reducing processing load while maintaining compatibility and convenience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To allow respective game parts to have appropriate relevance and differences (features) in a configuration having two or more game parts.SOLUTION: An information processing system allows a computer to execute: setting processing for setting a first game medium utilizing a game on the basis of setting input from a user; first game processing for starting a first game according to first input from a user and progressing the first game on the basis of a value of a first game parameter and the first set game medium; and second game processing for starting a second game according to second input different from the first input from a user, and progressing the second game on the basis of the value of the second game parameter and the first set game medium. The second game progresses in a mode different from that of the first game, and a program including processing in which at least one portion of the first game processing is simplified is disclosed in the second game processing.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to an information processing system, an information processing method, and a program.

Background Art

[0002] A technique for executing a game process in which a user can select between two different game parts is known.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a game having two or more types of game parts, it is useful for increasing the play frequency by the user as a whole game to give appropriate differences (features) while giving appropriate relevance between the respective game parts.

[0005] Therefore, in one aspect, the present disclosure aims to give appropriate relevance and differences (features) between respective game parts in a configuration having two or more types of game parts.

Means for Solving the Problems

[0006] In one aspect, based on a setting input from a user, a setting process for setting a first game medium to be used in a game, and starting a first game in response to a first input from a user, and a first game process for advancing the first game based on a value of a first game parameter and the set first game medium. The computer is instructed to start a second game in response to a second input different from the first input from the user, and to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game processing is provided as a program that includes processing that simplifies at least a part of the first game processing. [Effects of the Invention]

[0007] In one respect, this disclosure makes it possible to provide appropriate relationships and differences (characteristics) between game parts in a configuration having two or more game parts. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram of the game system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of a server device. [Figure 3] This is a schematic diagram showing an example of the hardware configuration of a terminal device. [Figure 4] This is a functional block diagram showing an example of some of the functions of a terminal device. [Figure 5] This is an explanatory diagram illustrating an example of the characteristics of various game parameters used in the main game part and sub-game part. [Figure 5A] This is another example of an explanatory diagram illustrating the characteristics of various game parameters used in the main game part and sub-game part. [Figure 6] This flowchart provides a schematic example of game processing performed by a terminal device. [Figure 7] Figure 6 is a schematic flowchart showing an example of the main game part processing in step S606. [Figure 8] Figure 6 is a schematic flowchart showing an example of the subgame part processing in step S612. [Figure 9] It is an explanatory diagram of an example of a composite game part that may form a main game part. [Figure 10] It is an explanatory diagram of an example of a battle game part that may be commonly incorporated into each of the main game part and the sub-game part. [Figure 11] It is a diagram for explaining an example of the general flow of the sub-game part with reference to a screen example. [Figure 12] It is a schematic flowchart showing an example of the progress mode of a sub-game part. [Figure 13] It is an explanatory diagram of the process of FIG. 12, and is a diagram showing a screen (the first one) in various scenes when playing the sub-game part. [Figure 14] It is an explanatory diagram of the process of FIG. 12, and is a diagram showing a screen (the second one) in various scenes when playing the sub-game part. [Figure 15] It is an explanatory diagram of the process of FIG. 12, and is a diagram showing a screen (the third one) in various scenes when playing the sub-game part. [Figure 16] It is an explanatory diagram of the process of FIG. 12, and is a diagram showing a screen (the fourth one) in various scenes when playing the sub-game part. [Figure 17] It is an explanatory diagram of the process of FIG. 12, and is a diagram showing a screen (the fifth one) in various scenes when playing the sub-game part.

Embodiments for Carrying Out the Invention

[0009] Hereinafter, each embodiment will be described in detail with reference to the accompanying drawings. In the accompanying drawings, for the sake of easy viewing, in some cases, only a part of the parts having the same attribute that exist in plurality are provided with reference numerals.

[0010] (Outline of the Game System) Referring to FIG. 1, the outline of the game system 1 according to an embodiment of the present invention will be described. FIG. 1 is a block diagram of the game system 1 according to the present embodiment. The game system 1 includes a server device 10 and one or more terminal devices 20. In FIG. 1, for simplicity, one terminal device 20 is illustrated, but the number of terminal devices 20 may be two or more.

[0011] The server device 10 and the terminal device 20 are communicably connected via a network 30.

[0012] Note that the network 30 may include a wireless communication network, the Internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), a wired network, or any combination thereof.

[0013] The game according to the present embodiment has two or more game parts that progress by varying the values of various game parameters. The various game parameters may be arbitrary as long as their values vary, and the variation range of the values is also arbitrary. For example, some game parameters may be in the form of a flag that varies between two values or a determination condition result (two values of success or failure), or may be of a type that varies within a predetermined range. For example, the various game parameters may be game-related information such as level information, status information, game parameter information (such as health points and attack power), or ability information (such as skills, abilities, spells, jobs, etc.).

[0014] The two or more game parts according to this embodiment include a main game part (an example of a first game) and a sub-game part (an example of a second game). The main game part and the sub-game part have a certain relationship and proceed in a manner that shares specific game parameters and game media. The sub-game part may be in a simpler form than the main game part. Also, while the main game part is in-game, the sub-game part may have an out-of-game aspect. Detailed examples of the main game part and sub-game part will be described later. Various game media other than various game parameters may be used in each game part.

[0015] Game media refers to electronic data used in a game, and includes any medium such as cards, items, points, in-service currency (or in-game currency), tickets, characters, avatars, parameters, etc. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user within the game, but the manner in which game media are used is not limited to those explicitly stated herein.

[0016] Unless otherwise specified, "game media owned by a user" refers to game media associated with the user's user ID (identifier). "Assigning game media to a user" means associating the game media with the user ID. "Discarding game media owned by a user" means dissolving the association between the user ID and the game media. "Consuming game media owned by a user" means that dissolving the association between the user ID and the game media may result in some effect or impact within the game. "Selling game media owned by a user" means dissolving the association between the user ID and the game media, and associating the user ID with other game media (e.g., virtual currency or items). "Transferring game media owned by one user to another user" means dissolving the association between one user's user ID and the game media, and associating the game media with the other user's user ID.

[0017] (Server configuration) The configuration of the server device 10 will be described in detail. The server device 10 is composed of server computers. The server device 10 may be realized by multiple server computers working together.

[0018] The server device 10 is, for example, an information processing device such as a server managed by a game operator. The server device 10 manages information for each user and manages game data, etc. For example, the server device 10 may enable the download of updated versions (version upgrades, etc.) of the game application according to this embodiment to the terminal device 20. The server device 10 may also cooperate with the terminal device 20 to perform some of the various processes related to the game.

[0019] Figure 2 shows an example of the hardware configuration of server device 10.

[0020] The server device 10 includes a CPU (Central Processing Unit) 111, RAM (Random Access Memory) 112, ROM (Read Only Memory) 113, auxiliary storage device 114, drive device 115, and communication interface 117 connected by a bus 119, as well as a wired transceiver 125 and a wireless transceiver 126 connected to the communication interface 117.

[0021] The auxiliary storage device 114 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive), and is a storage device that stores data related to application software, etc. The wired transceiver unit 125 includes a transceiver capable of communicating using a wired network such as network 30 (see Figure 1). Peripheral devices (not shown) may be connected to the wired transceiver unit 125. However, some or all of the peripheral devices (not shown) may be connected to the bus 119 or to the wireless transceiver unit 126.

[0022] The wireless transceiver 126 is a transceiver capable of communicating using a wireless network such as network 30 (see Figure 1). The wireless network may include a mobile phone wireless communication network, the internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), etc. The wireless transceiver 126 may also include a Near Field Communication (NFC) unit, a Bluetooth (registered trademark) communication unit, a Wi-Fi (Wireless-Fidelity) transceiver unit, an infrared transceiver unit, etc.

[0023] The server device 10 may also be connectable to the recording medium 116. The recording medium 116 stores a predetermined program. The program stored on this recording medium 116 is installed on the auxiliary storage device 114 of the server device 10 via the drive device 115. The installed predetermined program becomes executable by the CPU 111 of the server device 10. For example, the recording medium 116 may be a recording medium that records information optically, electrically, or magnetically, such as a CD (Compact Disc)-ROM, flexible disk, or magneto-optical disk, or a semiconductor memory that records information electrically, such as a ROM or flash memory. Note that the recording medium 116 does not include a carrier wave.

[0024] (Terminal device configuration) The terminal device 20 is an information processing device used by a user, such as a mobile phone, smartphone, tablet device, PC (Personal Computer), or game device. The terminal device 20 may also be realized as a combination of some or all of these information processing devices and a device worn on a part of the body, such as a head-mounted display (HMD), smart glasses, or motion capture sensors, or it may be realized as a device worn on a part of the body itself. The terminal device 20 is capable of executing the game application according to this embodiment. The game application may be received by the terminal device 20 from the server device 10 or a predetermined application distribution server via the network 30, or it may be pre-stored in a storage device provided in the terminal device 20 or in a storage medium such as a memory card that the terminal device 20 can read.

[0025] Figure 3 is a schematic diagram showing an example of the hardware configuration of terminal device 20. In Figure 3, peripheral devices 260 are schematically illustrated in relation to the hardware configuration of server device 10.

[0026] The terminal device 20 includes a CPU 211, RAM 212, ROM 213, auxiliary storage device 214, drive device 215, and communication interface 217 connected by a bus 219, as well as a wired transceiver 225 and a wireless transceiver 226 connected to the communication interface 217.

[0027] The auxiliary storage device 214 is, for example, an HDD or SSD, and is a storage device that stores data related to application software, etc.

[0028] The wired transceiver unit 225 includes a transceiver capable of communicating using a wired network. Peripheral devices 260 are connected to the wired transceiver unit 225. However, some or all of the peripheral devices 260 may be connected to the bus 219 or to the wireless transceiver unit 226.

[0029] The wireless transceiver 226 is a transceiver capable of communicating using a wireless network. The wireless network may include the network 30 described above.

[0030] The terminal device 20 may also be connectable to the recording medium 216. The recording medium 216 stores a predetermined program. The program stored on this recording medium 216 is installed on the auxiliary storage device 214 of the terminal device 20 via the drive device 215. The installed predetermined program becomes executable by the CPU 211 of the terminal device 20. For example, the recording medium 216 may be a recording medium that records information optically, electrically, or magnetically, such as a CD-ROM, flexible disk, or magneto-optical disk, or a semiconductor memory that records information electrically, such as a ROM or flash memory.

[0031] The peripheral device 260 is optional, but in this embodiment, it includes a display device 2623 and an input device 2624.

[0032] The display device 2623 includes, for example, a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display device 2623 is capable of displaying a variety of images. The display device 2623 is configured, for example, as a touch panel and functions as an interface for detecting various user operations. The display device 2623 may also be built into a head-mounted display.

[0033] The input device 2624 may include physical keys, or it may further include any input interface, including a pointing device such as a mouse. For example, if the input device 2624 includes a touch panel, it may be able to accept user input through various user operations on the screen (e.g., tap operations, long tap operations, flick operations, and swipe operations). The input device 2624 may also be able to accept non-contact user input such as voice input, gesture input, and gaze input. For gesture input, sensors for detecting various user states (image sensors, accelerometers, distance sensors, etc.), dedicated motion capture integrating sensor technology and cameras, controllers such as joysticks, etc. may be used. The camera for gaze detection may also be placed inside the head-mounted display. As mentioned above, various user states include, for example, the user's orientation, position, movement, or similar, and in this case, the user's orientation, position, and movement are concepts that include not only the orientation, position, and movement of parts or all of the user's body such as the face and hands, but also the orientation, position, and movement of the user's gaze, or similar.

[0034] Figure 4 is a functional block diagram showing an example of some of the functions of the terminal device 20. Note that some or all of the functions shown in Figure 4 may be implemented by the server device 10. For example, if all of the functions shown in Figure 4 are implemented by the server device 10, the terminal device 20 may have a display function to the display device 2623 based on display data supplied from the server device 10, and a function to transmit operation information obtained via the input device 2624 to the server device 10.

[0035] The terminal device 20 includes a setting processing unit 270, a main game part processing unit 280 (an example of a first processing unit), a sub-game part processing unit 282 (an example of a second processing unit), and a parameter value storage unit 290.

[0036] The setting processing unit 270, the main game part processing unit 280, and the sub-game part processing unit 282 can be implemented by the CPU 211 shown in Figure 3 executing one or more programs in a storage device (for example, the ROM 213 or auxiliary storage device 214 in Figure 3). These one or more programs may be created or updated manually, and / or created or updated by artificial intelligence. The parameter value storage unit 290 can also be implemented using the auxiliary storage device 214, etc.

[0037] The setting processing unit 270 sets the characters to be used in the game (an example of the first game medium) based on the setting input from the user. In this embodiment, as an example, both the main game part and the sub-game part are in a competitive game format, and characters for competitive play are used. The game medium to be used in the game may be selected and set by the user from among multiple characters owned by the user. Multiple characters to be used in the game may be selected. That is, they may be selected as a deck (or group, formation). In this case, characters may be set according to their roles, such as front line and back line. In addition, it may be possible for characters owned by users other than the user (for example, friends) to participate.

[0038] Characters may be able to equip items (accessories, etc.). In this case, the setting processing unit 270 sets the items to be equipped to each character based on the setting input from the user. In this case, the items have an effect that enhances the character's abilities, and such effects may differ for each item.

[0039] In this embodiment, the settings configured by the setting processing unit 270 may be used in common for both the main game part and the sub-game part. In this case, the user does not need to configure character settings for each game part, improving convenience. Furthermore, the processing load on the terminal device 20 can be reduced. In addition, having common elements between game parts can help to reduce the amount of game resources used.

[0040] However, in the modified version, there may be characters that can only be set for the main game part, and characters that can only be set for the sub-game part.

[0041] The main game part processing unit 280 executes a process to advance the main game part (an example of the first game process) based on the character set by the setting processing unit 270.

[0042] The subgame part processing unit 282 executes a process to advance the subgame part (an example of a second game process) based on the character set by the setting processing unit 270.

[0043] In this embodiment, the sub-game part proceeds in a different manner from the main game part, and the process for advancing the sub-game part includes a simplified process that is at least a part of the process for advancing the main game part.

[0044] For example, the process of advancing a sub-game part includes simplified versions of the process of changing the values ​​of various game parameters within the process of advancing the main game part.

[0045] Specifically, the process that advances the main game part may vary the value of a single game parameter based on multiple conditions, whereas the simplified process related to the sub-game part may vary the value of that single game parameter based on a smaller number of conditions (or one or more less stringent conditions).

[0046] Alternatively, the process that advances the main game part may vary the value of a game parameter based on a condition determined at predetermined intervals, while the simplified process related to the sub-game part may vary the value of the same game parameter based on a condition determined at longer predetermined intervals.

[0047] Alternatively, the process that advances the main game part may change the value of one game parameter by a predetermined value when a certain condition is met, while the simplified process related to the sub-game part may change the value of the same game parameter by a larger predetermined value when the same condition is met. In this case, the number of times the value of one game parameter is changed until it reaches its upper limit is reduced.

[0048] Alternatively, the simplified processing related to the sub-game part may use fewer game parameters than the number of game parameters used in the processing that advances the main game part.

[0049] In this embodiment, as an example, the simplified processing related to the subgame part is related to the processing of various game parameters among the processing that advances the main game part.

[0050] Figure 5 is an explanatory diagram illustrating the characteristics of various game parameters used in the main game part (an example of the first game parameter) and various game parameters used in the sub-game part (an example of the second game parameter).

[0051] In the example shown in Figure 5, the characteristics of various game parameters are shown for each parameter attribute.

[0052] The game parameter of attribute A-1 (an example of the fifth common parameter) can have a variable value in both the main game part and the sub-game part, and its range of variation is also variable. The range of variation may change, for example, depending on the value of other game parameters. Furthermore, the game parameter of attribute A-1 does not need to be dependent on the main game part or the sub-game part. Therefore, even if the value of the game parameter of attribute A-1 increases in the main game part, the value of the game parameter of attribute A-1 in a new sub-game part will be unrelated to that increase.

[0053] Furthermore, the game parameters of attribute A-1 do not have continuity between subgame parts. For example, even if the value of the game parameter of attribute A-1 increases in one subgame part, in a new subgame part, the value of the game parameter of attribute A-1 may be reset to a predetermined initial value at a predetermined timing (for example, at the start of a new subgame part). Note that the unit (demarcation) of a subgame part related to continuity between subgame parts may be each time a predetermined clear condition is cleared. Also, if a subgame part consists of a series of multiple game parts, the unit (demarcation) of a subgame part related to continuity between subgame parts may be each of the series of multiple game parts.

[0054] Furthermore, the game parameters of attribute A-1 may or may not have continuity between main game parts. The unit of a main game part may be each time a predetermined clear condition is met. Also, if a main game part consists of a series of multiple game parts, the unit of a main game part may be each of those multiple game parts.

[0055] In the main game part, the game parameter of attribute A-2 (an example of a common parameter for the second and third parts) has a variable value and a variable range of variation, whereas in the sub-game part, the value is variable but the range of variation is fixed. Because the range of variation is fixed, the processing of changing the game parameter of attribute A-2 in the sub-game part is simpler than the processing of changing it in the main game part.

[0056] Furthermore, in the subgame part, the game parameter of attribute A-2 may have a fixed range of variation, or alternatively, a narrower range of variation than in the main game part. In this case, the value of the game parameter of attribute A-2 in the subgame part tends to have a shorter period of time during which it is variable (for example, a tendency to reach the upper limit more easily). As a result, the processing of the game parameter of attribute A-2 in the subgame part becomes simpler than the processing of the same parameter in the main game part.

[0057] Furthermore, the game parameters of attribute A-2 do not need to be dependent on the main game part and the sub-game part. Also, the game parameters of attribute A-2 do not need to have continuity between the sub-game parts.

[0058] The game parameters of attribute B (an example of the first common parameter) can vary in both the main game part and the sub-game part, and their range of variation is also variable. The game parameters of attribute B have continuity in the main game part. That is, if the value increases in a given main game part, the next time the main game part is executed, it will start from the increased value.

[0059] Unlike the game parameters of attribute A-1 described above, the game parameters of attribute B have dependencies between game parts. That is, the game parameters of attribute B have dependencies between the main game part and the sub-game part. Therefore, if the value of the game parameters of attribute B increases in the main game part, the value of the game parameters of attribute B in the new sub-game part will reflect that increase.

[0060] The dependency between the main game part and the sub-game part may be unidirectional or bidirectional. In this embodiment, as an example, the dependency on the game parameter of attribute B is assumed to be bidirectional. Therefore, if the value of the game parameter of attribute B increases in the sub-game part, the value of the game parameter of attribute B in the main game part will reflect that increase.

[0061] The dependency of attribute B on game parameters may be achieved through complete sharing of the values ​​of attribute B's game parameters (sharing between the main game part and the sub-game part), or through partial sharing. For example, in the former case, if the value of attribute B's game parameter increases in the main game part, the value of attribute B's game parameter in the new sub-game part will be the increased value. In the latter case, if the increase amount α1 of the value of attribute B's game parameter increases in the main game part, the value of attribute B's game parameter in the new sub-game part will be increased by an increase amount α2, which is different from the increase amount α1. The relationship between the increase amounts α1 and α2 is arbitrary, but may be a constant relationship (for example, α1 = k × α2, where k is a constant). Alternatively, the relationship between the increase amounts α1 and α2 may be determined randomly. For example, α1 = m × α1, where m may be randomly determined within the range of 0.5 to 2. In this case, the gameplay is enhanced and the enjoyment is increased compared to the case where m is constant.

[0062] The game parameters of attribute B are preferably game parameters related to character abilities (skills, abilities, spells, jobs, etc.).

[0063] In the main game part, the game parameter of attribute C has a variable value and a variable range of variation, whereas in the sub-game part, the value is fixed. Because the value is fixed in the sub-game part, the processing of changing the game parameter of attribute C in the sub-game part is simplified (can be omitted) compared to the same processing in the main game part. Furthermore, the game parameter of attribute C does not need to be dependent on the main game part or the sub-game part.

[0064] In the main game part, the game parameter of attribute D-1 is variable in value and has a variable range of variation, whereas in the sub-game part, the value is conditionally variable. Specifically, in the sub-game part, the game parameter of attribute D-1 becomes variable when the corresponding predetermined release condition is met. The predetermined release condition is arbitrary, but may be set, for example, based on the value of another game parameter. The predetermined release condition may be set in multiple stages. In this case, the variable range may change so that it widens each time the predetermined release condition is met. Note that the game parameter of attribute D-1 does not need to be dependent on the main game part or the sub-game part.

[0065] In the case of a game parameter with attribute D-1, until the predetermined release conditions are met, the processing of changes to the game parameter with attribute D-1 in the sub-game part will be a simplified process (a process that may be omitted) compared to the same change processing in the main game part.

[0066] The game parameter of attribute D-2 (an example of a part of the first game parameter) has a variable value and a variable range in the main game part, whereas in the sub-game part, the value is variable and the range of variation is conditionally variable. Specifically, in the sub-game part, the game parameter of attribute D-2 becomes variable when the corresponding predetermined release condition is met. The predetermined release condition is arbitrary, but may be set, for example, based on the value of another game parameter. The predetermined release condition may be set in multiple stages. In this case, the variable range may change so that it widens each time the predetermined release condition is met. Note that the game parameter of attribute D-2 does not need to be dependent on the main game part and the sub-game part.

[0067] In the case of game parameters with attribute D-2, until the predetermined release conditions are met, the processing of changes to game parameters with attribute D-1 in the sub-game part is simplified because the frequency of changes in the range of changes is lower than that of the same change processing in the main game part.

[0068] The game parameters of attribute D-1 and / or attribute D-2 are preferably game parameters related to the character's state (such as level (experience points) or rank).

[0069] Attribute E game parameters are not used in the main game part, but their values ​​can be changed in the sub-game part. Attribute E game parameters could be, for example, parameters related to rewards.

[0070] The game parameter of attribute F is not used in the main game part, but its value can be changed in the sub-game part. In this case, the process of changing the game parameter of attribute F in the sub-game part is simplified (some processes are omitted) compared to the process of changing it in the main game part.

[0071] While Figure 5 illustrates game parameters for several attributes, variations are possible where one or more of these attributes are absent, or where game parameters for other attributes are present. The dependencies and / or continuity between the main game part and the sub-game part can also be modified as appropriate. For example, the dependencies and / or continuity may change when certain conditions are met.

[0072] Some or all of the various game parameters having the characteristics shown in Figure 5 are suitable when they are game parameters associated with characters (an example of media-related parameters). Game parameters associated with characters may include point parameters such as HP (Hit Point), parameters that represent the character's state (level, rank, etc.), and parameters that represent abilities (skills, abilities, spells, jobs, etc.).

[0073] Figure 5A is an explanatory diagram illustrating another example of the characteristics of various game parameters used in the main game part and sub-game part. Note that some or all of the game parameters having the characteristics shown in Figure 5A can be suitably used together with some or all of the game parameters having the characteristics shown in Figure 5.

[0074] The game parameter of attribute X can vary between two values ​​in both the main game part and the sub-game part, and the same predetermined event X is generated when the value changes. For example, the game parameter of attribute X may be in the form of a flag, and when the value changes from "0" to "1", the predetermined event X is generated. In a modified example, the game parameter of attribute X may be in the form of a flag, and when the value changes from "0" to "1", it may be set to a state where the predetermined event X can be generated. In this case, the conditions (trigger) for actually generating the event may be the same in both the main game part and the sub-game part.

[0075] The designated event X may be any event, such as the occurrence of various missions or the appearance of various items.

[0076] The game parameter of attribute X (an example of the fourth common parameter) has different fluctuation conditions in the main game part and the sub-game part. That is, in the main game part, the game parameter of attribute X changes from "0" to "1" when condition X1 is met, whereas in the sub-game part, the game parameter of attribute X changes from "0" to "1" when condition X2 is met. Conditions X1 and X2 are different from each other. Condition X2 is preferably set to be easier to satisfy than condition X1. That is, condition X2 is preferably a less stringent condition than condition X1. Here, the idea that condition X2 is easier to satisfy than condition X1 includes not only the state in which condition X2 is always easier to satisfy than condition X1, but also the state in which, on average, condition X2 is easier to satisfy than condition X1. For example, if the difficulty of making condition X2 be met is lower than that of condition X1, then on average, condition X2 will be easier to satisfy than condition X1. Also, the idea that condition X2 is easier to satisfy than condition X1 may be from the perspective of time and / or the amount of manipulation. For example, condition X2 being more likely to be met than condition X1 includes modes where the time from the start of the game is shorter, or modes where the amount of variation per unit of input is large.

[0077] More specifically, if conditions X1 and X2 are satisfied by the same predetermined operation, the number of operations required to realize the predetermined operation may be less for condition X2 than for condition X1. Alternatively, condition X1 may be satisfied by fulfilling all m condition elements from condition element x1 to condition element xm, while condition X2 may be satisfied by fulfilling some of the condition elements from condition element x1 to condition element xm. Alternatively, condition X1 may be satisfied by fulfilling all of multiple condition elements, while condition X2 may be satisfied by fulfilling one other condition element different from those multiple condition elements. For example, suppose a predetermined event X is "battle against an enemy," and condition X1 consists of two condition elements: the player moves to the dungeon and the player explores the dungeon and encounters an enemy, while condition X2 may consist of the condition element of selecting a battle card from among multiple displayed cards. In this case, the time from the start of the game to the start of the battle game part will be shorter for the sub-game part than for the main game part. Furthermore, regarding the fluctuations (changes in progress) from the start of the game to the start of the competitive game part, the amount of fluctuation per unit of input is greater in the sub-game part than in the main game part.

[0078] Furthermore, if the predetermined event X is "battle against an enemy," the battle game part may be executed in the same format in both the main game part and the sub-game part (see Figure 10, described later), or it may be executed in a slightly different format. For example, the various game parameters used in such a battle game part may be some or all of the various game parameters having the characteristics shown in Figure 5.

[0079] The game parameter of attribute Y can vary between two values ​​in both the main game part and the sub-game part, and the same predetermined effect Y is generated when the value changes. For example, the game parameter of attribute Y may be in the form of a flag, and the predetermined effect Y is generated when the value changes from "0" to "1". In a modified example, the game parameter of attribute Y may be in the form of a flag, and the predetermined effect Y may be generated when the value changes from "0" to "1". In this case, the condition (trigger) for actually generating the predetermined effect Y may be the same in both the main game part and the sub-game part.

[0080] The predetermined effect Y may be an effect that increases and / or strengthens the character's abilities and / or state, and may include limit breaks, etc. Conditions Y1 and Y2 may be the same as conditions X1 and X2 described above. For example, if the predetermined effect Y is "character limit break," then condition Y1 may consist of two condition elements: acquiring a specific item (material, accessory, etc.) and consuming a specific item, while condition Y2 may consist of a condition element where the value of a parameter representing the character's state (level, rank, etc.) reaches a predetermined value.

[0081] The parameter value storage unit 290 stores the current values ​​of various game parameters. Note that the current values ​​of game parameters other than attribute E shown in Figure 5 may be stored only for the main game part. In this case, the storage area required to implement the parameter value storage unit 290 can be reduced.

[0082] Figure 6 is a flowchart illustrating an example of game processing performed by the terminal device 20. Here, as an example, various game parameters, such as those shown in Figures 5 and 5A, are used.

[0083] In step S600, the terminal device 20 outputs a lobby screen. The lobby screen, although not shown in the diagram, may be a screen in which the user can select one of several game parts, including a main game part and a sub-game part.

[0084] In step S602, the terminal device 20 determines whether the main game part has been selected. That is, the terminal device 20 determines whether the user has made an input (an example of a first input) instructing the start (execution) of the main game part. If the determination result is "YES", the device proceeds to step S604; otherwise, it proceeds to step S608.

[0085] In step S604, the terminal device 20 reads the settings for the character to be used. Note that the settings may be changed by user input before proceeding to step S606.

[0086] In step S606, the terminal device 20 executes a process to advance the main game part (hereinafter also referred to as the "main game part process"). An example of the main game part process will be described later with reference to Figure 7.

[0087] In step S608, the terminal device 20 determines whether a subgame part has been selected. That is, the terminal device 20 determines whether the user has given an input (an example of a second input) instructing the start (execution) of the subgame part. If the result of the determination is "YES", the process proceeds to step S610; otherwise, the processing for the current cycle ends.

[0088] In step S610, the terminal device 20 reads the settings for the characters to be used. The settings may be changed by user input before proceeding to step S612. The characters available in the sub-game part may be the same as those available in the main game part. In this case, continuity from a character perspective can be established between the main game part and the sub-game part, increasing their compatibility.

[0089] However, in the modified version, there may be characters that are only available in the main game part, or characters that are only available in the sub-game part. Also, in the case where characters can be set in a deck (group), the number of characters that make up the deck may be the same or different in the main game part and the sub-game part. For example, the number of characters that make up the deck in the sub-game part may be less than in the main game part. In this case, the processing of various game parameters related to characters in the sub-game part will be a simpler process than the processing of the same parameters in the main game part.

[0090] Furthermore, even if the characters available in the sub-game part are the same as those available in the main game part, the number of equipable items (accessories, etc.) may differ. In this case, the number of equipable items may be greater in the sub-game part than in the main game part, or less in the sub-game part than in the main game part.

[0091] In step S612, the terminal device 20 executes a process to advance the subgame part (hereinafter also referred to as the "subgame part process"). An example of the subgame part process will be described later with reference to Figure 8.

[0092] Figure 7 is a schematic flowchart showing an example of the main game part processing in step S606 of Figure 6. The processing shown in Figure 7 may be repeated at predetermined intervals until it reaches the end. When the processing shown in Figure 7 reaches the end, the processing from step S600 of Figure 6 may begin.

[0093] In step S700, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of the newly started main game part processing. If the result of the determination is "YES", the device proceeds to step S702; otherwise, it proceeds to step S704.

[0094] In step S702, the terminal device 20 sets the values ​​of each game parameter used in the main game part to their initial or current values ​​and starts the main game part. In the case of resuming after interruption, the terminal device 20 may set the values ​​of each game parameter to the values ​​immediately before the interruption. In the example shown in Figure 7, the game parameters of attribute F (see Figure 5) may include parameters that represent the progress of the main game part (such as the scene). In this case, even after interruption, it is possible to resume in a manner that takes over the main game part from before the interruption.

[0095] In step S704, the terminal device 20 determines whether the parameter value change condition has been met for each game parameter. The parameter value change condition may be set for each game parameter. For example, for a character's HP, the parameter value change condition may be met when that character is attacked or when a recovery item is used. If the result of the determination is "YES", the process proceeds to step S706; otherwise, the process proceeds to step S708.

[0096] In step S706, the terminal device 20 changes (updates) the value of the game parameter for which the parameter value change condition has been met. The updated game parameter value may be temporarily stored in RAM 112 or the like.

[0097] In step S708, the terminal device 20 determines whether the termination conditions for the main game part have been met. The termination conditions for the main game part are arbitrary, but may be met, for example, when the user gives a termination command, when the game over conditions are met, or when the clear conditions are met and the system transitions to the results screen. If the determination result is "YES", the system proceeds to step S710; otherwise, the next processing cycle starts from step S700.

[0098] In step S710, the terminal device 20 terminates the main game part and outputs a results screen (not shown). The results screen may include the values ​​of various game parameters after the changes, as well as details of the rewards and items acquired.

[0099] In step S712, the terminal device 20 updates (stores) the value of each game parameter according to the attribute of the corresponding game parameter. For example, game parameters with continuity attributes (i.e., parameters whose values ​​are not reset and are carried over at the start of the next main game part) have their current values ​​stored.

[0100] Figure 8 is a schematic flowchart showing an example of the subgame part processing in step S612 of Figure 6. The processing shown in Figure 8 may be repeated at predetermined intervals until the end. When the processing shown in Figure 8 reaches the end, the processing from step S600 of Figure 6 may begin.

[0101] In step S800, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of a newly started subgame part. If the result of the determination is "YES", the device proceeds to step S802; otherwise, it proceeds to step S804.

[0102] In step S802, the terminal device 20 sets the values ​​of each game parameter used in the subgame part to their initial or current values ​​and starts the subgame part. In this case, the values ​​of the game parameters of attributes other than attribute B shown in Figure 5 are set to their initial values, and the values ​​of the game parameters of attribute B are set to their current values. In the case of resuming the subgame part after it has been interrupted, the terminal device 20 may set the values ​​of each game parameter to the values ​​they were at just before the interruption. However, in the modified example, unlike the main game part, the subgame part may not be able to be resumed from where it left off after being interrupted. In this case, the processing related to interruption and resumption in the subgame part will be simpler (some processing will be omitted) than the processing related to interruption and resumption in the main game part.

[0103] In step S804, the terminal device 20 determines whether a predetermined release condition related to the change in the game parameter of attribute D-1 or attribute D-2 shown in Figure 5 has been met (an example of the first determination process). The predetermined release condition is arbitrary as described above, but it may be set in a manner that makes it easier to release as the progress of the subgame part advances. If the determination result is "YES", proceed to step S806; otherwise, proceed to step S808.

[0104] In step S806, the terminal device 20 sets the setting state of the game parameter of attribute D-1 or attribute D-2 to a variable state. For example, in the case of the game parameter of attribute D-1, the setting state is set to a state where the value can be varied. In the case of the game parameter of attribute D-2, the setting state is set to a state where the range of value variation is variable.

[0105] In step S808, the terminal device 20 maintains the setting state of the game parameter of attribute D-1 or attribute D-2 in a state where it cannot be changed. For example, in the case of the game parameter of attribute D-1, the setting state is set to a state where the value cannot be changed (i.e., a fixed value). In the case of the game parameter of attribute D-2, the setting state is set to a state where the range of value variation cannot be changed (i.e., a fixed range of variation).

[0106] In step S810, the terminal device 20 determines whether the parameter value change condition has been met for each game parameter. The parameter value change condition may be set for each game parameter. For some of the game parameters, the parameter value change condition in the sub-game part may be the same as the parameter value change condition in the main game part, or it may be different from the parameter value change condition in the main game part (for example, it may be looser). If the result of the determination is "YES", proceed to step S812; otherwise, proceed to step S814.

[0107] In step S812, the terminal device 20 changes (updates) the value of the game parameter for which the parameter value change condition has been met. The updated game parameter value may be temporarily stored in RAM 112 or the like.

[0108] In step S814, the terminal device 20 determines whether the termination conditions for the subgame part have been met. The termination conditions for the subgame part are arbitrary, but may be met, for example, when the user gives a termination command, when the game over conditions are met, or when the clear conditions are met and the system transitions to the results screen. If the result of the determination is "YES", the system proceeds to step S816; otherwise, the next processing cycle starts from step S800.

[0109] In step S816, the terminal device 20 terminates the subgame part and outputs a results screen (not shown). At this time, the terminal device 20 changes (updates) the values ​​of game parameters whose parameter value change conditions are satisfied, such as when the subgame part is terminated because the clear conditions are met. For example, the parameter value change conditions for the game parameters of attribute B and attribute E may be satisfied when the clear conditions are met.

[0110] In step S818, the terminal device 20 updates (stores) the values ​​of each game parameter according to the attribute of the corresponding game parameter. For example, the current values ​​of the game parameters for attribute B and attribute E are stored. The value of attribute B, whose current value has been updated in this way, may be carried over to the main game part that may be started thereafter.

[0111] Thus, according to this embodiment, by using common characters and game parameters between the main game part and the sub-game part, it is possible to partially simplify the processing of the sub-game part (especially the processing related to changes in game parameters) while maintaining the relationship between them. This allows each of the main game part and the sub-game part to have its own characteristics, promoting the user's ability to use them interchangeably. Furthermore, by using common characters and game parameters between the main game part and the sub-game part, the amount of game resources can be reduced.

[0112] Furthermore, according to this embodiment, since the game parameter of attribute B is set, it becomes possible to give the sub-game part an out-of-game function that efficiently increases the value of the game parameter of attribute B while strengthening the relationship between the main game part and the sub-game part. For this purpose, the conditions for increasing the value of the game parameter of attribute B may be set more loosely in the sub-game part than in the main game part.

[0113] Next, we will explain further details about the main game part, sub-game part, etc., referring to Figure 9 and subsequent figures.

[0114] Figure 9 is an explanatory diagram of an example of a composite game part 60 that may form the main game part.

[0115] The main game part may be formed by a composite game part 60. In the example shown in Figure 9, the composite game part 60 consists of M battle game parts GP-1 to GP-M. The M battle game parts GP-1 to GP-M may each have different stories, boss characters, etc. For example, battle game part GP-1 may be incorporated into the story of the first episode. The same applies to battle game parts GP-2 to GP-M. Battle game parts GP-1 to GP-M are playable in order from battle game part GP-1, with battle game part GP-M being the last to be playable. That is, the user plays the composite game part 60 by clearing battle game part GP-1, then playing the next battle game part GP-2, clearing battle game part GP-2, then playing the next battle game part GP-3, and so on. When battle game part GP-M is cleared, the entire composite game part 60 is cleared (end).

[0116] In this case, the sub-game part may remain constant regardless of the progress of the main game part, or it may change according to the progress of the main game part. In the latter case, two or more types of sub-game parts may be provided, and different types of sub-game parts may be playable depending on the progress of the main game part. For example, sub-game parts may be provided that correspond to each of the versus game parts GP-1 to GP-M. In this case, when the main game part progresses to versus game part GP-3, the type of sub-game part corresponding to versus game part GP-3 may be playable.

[0117] Furthermore, in this case, the difficulty level of the sub-game part (the difficulty required to meet the clear conditions) may be set lower than the difficulty level of the main game part. In this case, it is possible to effectively motivate the user to play the sub-game part. For example, suppose a user has obtained a new character through gacha or similar means. Because the character is new, the values ​​of the game parameters associated with it tend to be relatively weak. Therefore, in this case, the user may find it difficult to use the character in the main game part. Under such circumstances, the user can use the character in the sub-game part, giving them an opportunity to try out and strengthen the character.

[0118] Furthermore, while the difficulty of the versus game parts GP-1 to GP-M increases according to the progress made, the difficulty of the sub-game parts (the difficulty required to meet the clear conditions) may remain relatively constant. Also, even if different types of sub-game parts are provided for each of the versus game parts GP-1 to GP-M, the difficulty of the sub-game parts may remain relatively constant, or it may be adjusted so that the difficulty increases only gradually compared to the main game parts. This makes it possible to create sub-game parts that are likely to be played for a long period of time without becoming boring.

[0119] Furthermore, in this embodiment, the game parameters may be adjusted so that the average game time required to clear one sub-game part is shorter than the average game time required to clear one battle game part (any one of battle game parts GP-1 to GP-M) (or the time required to complete the story into which the battle game part is incorporated). In this case, it becomes easier for users to play sub-game parts using spare time, and the overall frequency of playing the game can be improved.

[0120] Unlike the example shown in Figure 9, M battle game parts GP-1 to GP-M may be provided for each chapter of the story. Each chapter of the story has M sections, and one of the battle game parts GP-1 to GP-M may be associated with each section. In this case, M may be different for each chapter of the story.

[0121] Figure 10 is an explanatory diagram of an example of a competitive game part that may be incorporated into both the main game part and the sub-game part.

[0122] Figure 10 shows a battle between multiple user characters and multiple enemy characters (an example of opponents). The enemy characters are controlled by the computer (i.e., non-player characters (NPCs)), but they may be controllable by other users.

[0123] In this versus game part, in addition to HP, Deflector Points (DP) are used as game parameters. Deflector Points are the value of a shield that protects HP. They can be restored with skills, but if broken, they cannot be revived except with specific skills. Figure 10 shows gauges related to HP and DP, corresponding to each character. Each user's character is associated with one or more attributes from several types, and one of several roles. In addition, the user's character can have skills set as game parameters, and there is also a skill level as a game parameter. The skill level is a parameter that can be carried over to the main game part (i.e., the game parameter of attribute B shown in Figure 5). In this versus game part, if the HP of one of the characters reaches 0, it is game over (defeat).

[0124] By incorporating the same competitive game segment into both the main and sub-game segments, users who primarily play the main game segment can enjoy a seamless gameplay experience. This increases the appeal of the sub-game segment and enhances the factors (motivation) that increase the frequency of play by users of the game according to this embodiment. Furthermore, by incorporating the same competitive game segment into both the main and sub-game segments, the amount of game resources required can be reduced.

[0125] Next, with reference to Figure 11 and subsequent figures, suitable examples of subgame parts will be described.

[0126] Figure 11 illustrates an example of the general flow of a sub-game section using a screenshot.

[0127] As shown in Figure 11, the sub-game part has multiple areas (or stages), and the user (player) plays the sub-game part by clearing each area and progressing step by step towards the final area. There may be multiple routes to progress to the final area, and branching may be formed. The final area may be an area that can be continued indefinitely. In the final area, ranking information for each player may be displayed according to the values ​​of the game parameters.

[0128] In the example shown in Figure 11, screen G11 displays images MK1 to MK9, which are marks indicating each area. Images MK1 to MK9 are connected by lines representing paths. Screen G11 also displays images CH1 to CH6, which are images of various characters used in the sub-game part. In this example, there are six characters used in the sub-game part, but this number is arbitrary. As mentioned above, the characters used in the sub-game part may be selected from the characters owned by the user.

[0129] In the modified version, the sub-game part may have only a single area. Also, the number of areas in the sub-game part, the path to the final area, and the content of each area may change depending on the progress of the main game part.

[0130] Figure 12 is a schematic flowchart showing an example of the progression of a subgame part. Figures 13 to 17 are explanatory diagrams of the process shown in Figure 12, and show the screens at various points in the gameplay of the subgame part. Figures 10, 11, and 13 to 17 above show the screens on the display device 2623 in the terminal device 20.

[0131] In step S1200, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of a newly started subgame part. If the result of the determination is "YES", the device proceeds to step S1202; otherwise, it proceeds to step S1204.

[0132] In step S1202, the terminal device 20 sets the values ​​of each game parameter used in the subgame part to their initial or current values, sets the remaining turns k to its initial value, and starts the subgame part. The remaining turns k is a parameter used only in the subgame part (the game parameter of attribute E in Figure 5). The remaining turns k represents the number of turns that should be consumed before the enemy boss character appears.

[0133] Note that the processes in steps S1200 and S1202 are substantially the same as those in steps S800 and S802 described above, with reference to Figure 8.

[0134] When the processing in step S1202 is completed, the initial screen shown in Figure 13 may be displayed on the screen. Here, the subgame part uses card display (hereinafter also simply referred to as "cards") (an example of a second game medium) as the game medium. There are, for example, three types of card attributes, which may be distinguished and used below as "enemy cards," "item cards," and "trap cards." Each type of card is displayed in a predetermined area on the screen in a manner in which a predetermined maximum number (6 cards in this case) are placed on the "field." Figure 13 shows the state in which 6 cards CD1 to CD6 are placed on the field.

[0135] Enemy cards appear randomly within certain conditions, depending on the progress of the sub-game part. Each enemy card is associated with a specific enemy character (and the values ​​of various game parameters such as their attributes and rank). When the user selects an enemy card, they can start a battle game part against the enemy character associated with that card. If the user wins the battle against the enemy character, they gain experience points, one of the game parameters, and the value of game parameters related to their status (such as level) increases.

[0136] Furthermore, enemy characters appearing in the sub-game parts may be exactly the same as those appearing in the main game parts, may partially overlap, or may not overlap at all. In any case, in order to enhance the connection (continuity) between the main game parts and the sub-game parts, enemy characters may have common attributes or characteristics.

[0137] Item cards are associated with one or more types of game-related effects. These game-related effects may include effects that enhance a character's abilities or effects that reduce the abilities of enemy characters. Game-related effects may also include effects referred to as "enchantments." That is, game-related effects may include effects that increase the value of one or more specific game parameters by a predetermined amount. In this case, the predetermined amount may differ for each item card, even for the same game parameter. When a user selects an item card, they can activate the corresponding effect.

[0138] For example, game-related effects may include effects that change one or more of the game parameters from attributes A-1 to E described above (refer to Figure 5) in a direction that is advantageous to the user. Furthermore, game-related effects may include effects that fulfill predetermined release conditions related to attributes D-1 and / or D-2 described above (refer to Figure 5), or effects that change the values ​​of game parameters related to said predetermined release conditions in a direction that makes it easier to fulfill said predetermined release conditions.

[0139] Additionally, game-related effects may include effects that temporarily increase the maximum number of cards that can be placed on the field, or that allow players to change the characters they use (i.e., change their formation).

[0140] The game-related effects associated with item cards may be specific effects that are activated in the competitive game part. In this case, the game-related effects associated with item cards may be the same as or of the same nature as the specific effects that can be activated in the competitive game part of the main game part. The total number and types of game-related effects associated with item cards in the sub-game part may be more, the same as, or less than the total number and types of specific effects that can be activated in the main game part. However, if the total number and types of game-related effects associated with item cards in the sub-game part are greater than the total number and types of specific effects that can be activated in the main game part, the variety of item cards in the sub-game part will increase, enhancing the gameplay and increasing the level of interest.

[0141] Furthermore, each item card is associated with a character. The image on the item card may include a picture of the associated character. In this case, the game-related effects associated with the item card may include effects related to that character (effects corresponding to the character's abilities or attributes). Additionally, the game-related effects associated with an item card may change depending on the character being used. For example, if the character associated with an item card matches the character being used, the game-related effects associated with that item card may be enhanced compared to when they do not match.

[0142] Trap cards are associated with negative effects that will be applied to enemy cards on the field. The negative effects are optional, but may include effects such as enabling a stronger preemptive strike than usual. When a user draws a trap card, the corresponding negative effect is applied to an enemy card on the field. If there are no enemy cards on the field when a user draws a trap card, the trap card may disappear without functioning.

[0143] In step S1204, the terminal device 20 determines whether or not it is currently performing the card processing described later. If the result of the determination is "YES", the process proceeds to step S1208; otherwise, the process proceeds to step S1206.

[0144] In step S1206, the terminal device 20 determines whether or not a card selection operation has been performed by the user. A card selection operation is an operation to select one card from one or more cards placed on the table. If the determination result is "YES", proceed to step S1208; otherwise, proceed to step S1218.

[0145] In step S1208, the terminal device 20 executes or continues processing corresponding to the selected card (hereinafter also referred to as "card processing"). For example, if the selected card is an enemy card, the card processing is the process of advancing the battle game part with the corresponding enemy character (see, for example, Figure 10). If the selected card is an item card, the card processing is the process of activating the corresponding game-related effect. Figure 14 shows an example of screen G14 when an item card is selected. Screen G14 includes text information MS14 indicating that the corresponding game-related effect has been manifested (activated). Note that step S1208 may include processing of various game parameters that are executed in substantially the same manner as steps S804 to S816 described above with reference to Figure 8.

[0146] In step S1210, the terminal device 20 determines whether or not card processing is complete. If the determination result is "YES", the process proceeds to step S1212; otherwise, the next processing cycle starts from step S1200 and the device enters a state of waiting for card processing to complete.

[0147] In step S1212, the terminal device 20 removes the card that has been processed (hereinafter also referred to as the "used card") from the field and updates the remaining number of turns k by reducing it by a predetermined number j. The predetermined number j may differ for each card (used card) selected in step S1206. In this case, the predetermined number j may be associated with the card in advance. Also, in the case of an enemy card, the predetermined number j may change depending on the result of the battle game part. Alternatively, the predetermined number j may always be a constant value (for example, "1").

[0148] In configurations where the predetermined number j can be greater than 1, if the value obtained by reducing the remaining number of turns k by the predetermined number j becomes negative, the remaining number of turns k may be updated to 0.

[0149] In step S1214, the terminal device 20 determines whether the remaining number of turns k is 0. If the determination result is "YES", the process proceeds to step S1216; otherwise, the next processing cycle starts from step S1200.

[0150] In step S1216, the terminal device 20 transitions to the boss character battle game part. The boss character battle game part may be executed in the same way as the normal enemy character battle game part (see, for example, Figure 10), or it may be executed in other special manner. The processing of the boss character battle game part is optional, but may include processing of various game parameters, which is executed in substantially the same manner as steps S804 to S816 described above with reference to Figure 8.

[0151] In step S1218, the terminal device 20 determines whether or not a card draw operation has been performed by the user. A card draw operation is the operation of drawing a new card to be placed on the field, and may be achieved by operating the draw button BT. The draw button BT becomes inoperable (inactive) when the number of cards on the field is the maximum number, and becomes operable (active) when the number of cards on the field is less than the maximum number. In the state shown in Figure 15, there are only two cards on the field, so the draw button BT is operable and may be highlighted in a manner that prompts the user to operate it. If the determination result is "YES", the process proceeds to step S1220; otherwise, the next processing cycle starts from step S1200.

[0152] In step S1220, the terminal device 20 determines which card to replenish and places (displays) the determined card on the field. The method for determining which card to replenish is arbitrary; for example, the card to replenish may be determined by randomly selecting from the card data for replenishment. Alternatively, when replenishing a single card, a method may be used in which the user selects one card from among several cards to determine which card to replenish. Specifically, as shown in screen G16 in Figure 16, for example, three cards CD21 to CD23 may be displayed face down, and the user may be asked to select one of the three cards CD21 to CD23. This gives the user freedom of choice. Also, since the user's "draw" will affect the outcome of the subsequent battle game part, a thrilling card draw can be realized, increasing the game's appeal and excitement. In this case, specific messages may be output depending on the attributes and content of the three cards CD21 to CD23. For example, Figure 16 shows an example of message M16 that appears when one of the three cards CD21-CD23 is a trap card. In this case, a more thrilling card draw can be achieved, effectively increasing the excitement.

[0153] In step S1220, the number of cards to be replenished may be the number obtained by subtracting the number of cards currently on the field from the maximum number of cards, so that the field reaches the maximum number of cards. Alternatively, the number of cards to be replenished may be a fixed value (e.g., 1 card). In this case, the user can draw the desired number of cards by operating the draw button BT multiple times. Figure 17 shows the state after four cards CD11 have been drawn, from the state shown in Figure 15, to CD14.

[0154] Furthermore, in step S1220, when the terminal device 20 places (displays) the card to be replenished onto the field, it may generate a specific display effect under certain conditions. For example, if the character associated with an item card placed on the field matches the character being used, the display of the item card may be emphasized temporarily (e.g., at the time of placement) or while it is placed. Alternatively, instead of or in addition to such emphasis, an effect advantageous to the player (and / or the matching character being used) may be activated, or a state may be created in which an advantageous effect can be activated.

[0155] In step S1222, the terminal device 20 determines whether the replenishment card satisfies predetermined conditions (an example of the second determination process). The predetermined conditions are arbitrary and may be determined based on information associated with the replenishment card. For example, the predetermined conditions may be determined based on the relationship between the value of the game parameter associated with the replenishment card and the value of the game parameter associated with the character being used. For example, the predetermined conditions may be satisfied if the replenishment card is an item card and the character associated with the item card matches the character being used. If the determination result is "YES", the process proceeds to step S1224; otherwise, the next processing cycle starts from step S1200.

[0156] In step S1224, the terminal device 20 performs a special process to simplify card processing. The special process includes performing card processing on multiple cards (for example, all or a certain number of item cards currently on the field) without consuming (reducing) the remaining number of turns. At this time, drawing cards to increase the number of cards on the field may be possible. Alternatively, card processing on multiple newly drawn cards, separate from the cards on the field, may be performed without consuming (reducing) the remaining number of turns. In either case, the user can use item cards without consuming the remaining number of turns, making it easier to proceed with the game to their advantage.

[0157] As shown in Figure 12, the sub-game part progresses with each card being processed. When the number of remaining turns reaches zero, the boss battle game part becomes available.

[0158] In the process shown in Figure 12, the game progress up to the boss battle part is managed using a game parameter called the number of remaining turns. However, the same game progress could also be managed using game parameters related to the number of cards, such as the number of cards to draw or the number of cards to use (select).

[0159] The various functions realized by the various components described herein (server device 10 and / or terminal device 20) may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor includes transistors and other circuits and is considered circuitry or processing circuitry. A processor may be a programmed processor that executes a program stored in memory.

[0160] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein.

[0161] If the hardware is a processor that is considered to be a type of circuitry, then the circuitry, means, or unit is a combination of hardware and software used to constitute the hardware and / or processor.

[0162] Although each embodiment has been described in detail above, the invention is not limited to any particular embodiment, and various modifications and changes are possible within the scope described in the claims. Furthermore, it is possible to combine all or more of the components of the embodiments described above. [Explanation of Symbols]

[0163] 1. Game System 10 Server devices 20 Terminal devices 30 Networks 60. Hybrid Game Parts 114 Auxiliary storage 115 Drive unit 116 Recording media 117 Communication Interface 119 Bus 125 Wired Transceiver 126 Wireless Transceiver Unit 214 Auxiliary storage 215 Drive unit 216 Recording media 217 Communication Interface Bus 219 225 Wired Transceiver Unit 226 Wireless Transceiver Unit 260 Peripherals 270 Configuration Processing Unit 280 Main Game Part Processing Unit 282 Subgame Part Processing Unit 290 Parameter value storage unit 2623 Display device 2624 Input device

Claims

1. A configuration process that sets the first game medium to be used for the game based on settings input from the user, The first game is started in response to the first input from the user, and the value of the first game parameter is set, A first game process that advances the first game based on the set first game medium, The system initiates a second game in response to a second input from the user that is different from the first input, and then causes the computer to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The second game parameter includes a portion of two or more of the first game parameters. The second game process includes a first determination process that determines whether a predetermined release condition is met, The second game processing is a program that, when the predetermined release condition is met, expands the range of variation of a specific game parameter among the two or more first game parameters.

2. The second game parameter includes a portion of two or more of the first game parameters. The program according to claim 1, wherein the second game processing proceeds with the remaining of two or more of the first game parameters as fixed values, or without using the remaining parameters.

3. The program according to claim 1, wherein two or more of the first game parameters and two or more of the second game parameters include at least one common parameter.

4. The aforementioned at least one common parameter includes a first common parameter, The program according to claim 3, wherein the first game process, if the value of the first common parameter changes as a result of the second game process, proceeds with the first game based on the changed value of the first common parameter.

5. The program according to claim 4, wherein the second game process proceeds with the second game based on the changed value of the first common parameter if the value of the first common parameter changes as a result of the first game process.

6. The aforementioned at least one common parameter includes a second common parameter, The program according to claim 3, wherein the first game processing and the second game processing independently vary the value of the second common parameter.

7. A configuration process that sets the first game medium to be used for the game based on settings input from the user, The first game is started in response to the first input from the user, and the value of the first game parameter is set, A first game process that advances the first game based on the set first game medium, The system initiates a second game in response to a second input from the user that is different from the first input, and then causes the computer to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The two or more first game parameters and the two or more second game parameters include at least one common parameter. The aforementioned at least one common parameter includes a first common parameter, If the value of the first common parameter changes as a result of the second game process, the first game process proceeds based on the changed value of the first common parameter. The aforementioned at least one common parameter includes a third common parameter, The second game processing is a program that allows the value of the third common parameter to be varied within a narrower range than that of the first game processing.

8. A configuration process that sets the first game medium to be used for the game based on settings input from the user, The first game is started in response to the first input from the user, and the value of the first game parameter is set, A first game process that advances the first game based on the set first game medium, The system initiates a second game in response to a second input from the user that is different from the first input, and then causes the computer to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The two or more first game parameters and the two or more second game parameters include at least one common parameter. The aforementioned at least one common parameter includes a first common parameter, If the value of the first common parameter changes as a result of the second game process, the first game process proceeds based on the changed value of the first common parameter. The aforementioned at least one common parameter includes a fourth common parameter, The second game process is a program in which the amount of variation per manipulated variable is greater than that of the first game process when it comes to the variation of the value of the fourth common parameter.

9. A configuration process that sets the first game medium to be used for the game based on settings input from the user, The first game is started in response to the first input from the user, and the value of the first game parameter is set, A first game process that advances the first game based on the set first game medium, The system initiates a second game in response to a second input from the user that is different from the first input, and then causes the computer to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The two or more first game parameters and the two or more second game parameters include at least one common parameter. The aforementioned at least one common parameter includes a first common parameter, If the value of the first common parameter changes as a result of the second game process, the first game process proceeds based on the changed value of the first common parameter. The aforementioned at least one common parameter includes a fifth common parameter, The first game process proceeds with the first game based on the changed value of the fifth common parameter when the value of the fifth common parameter changes, whereas the second game process is a program that, even if the value of the fifth common parameter changes in one of the second games, resets the value of the fifth common parameter to its initial value at a predetermined timing in another second game.

10. The first game medium includes characters for battle, The program according to claim 1, wherein the setting process sets the character for the first game or the second game from among a plurality of common characters associated with a user identifier.

11. A configuration process that sets the first game medium to be used for the game based on settings input from the user, The first game is started in response to the first input from the user, and the value of the first game parameter is set, A first game process that advances the first game based on the set first game medium, The system initiates a second game in response to a second input from the user that is different from the first input, and then causes the computer to execute a second game process that advances the second game based on the values ​​of the second game parameters and the set first game medium. The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The second game parameter includes a portion of two or more of the first game parameters. The second game process includes a first determination process that determines whether a predetermined release condition is met, The second game processing expands the range of variation of a specific game parameter among the two or more first game parameters if the predetermined release condition is met. The second game process is a program that further advances the second game based on a second game medium different from the first game medium and not used in the first game process.

12. The program according to claim 11, wherein the second game processing advances the second game by performing processing related to the second game medium for each of the second game mediums.

13. The second game process includes a second determination process that determines whether a predetermined condition is met, The program according to claim 12, wherein the second game processing simplifies the processing related to the second game medium when the predetermined conditions are met.

14. The first game parameter includes a media-related parameter associated with the first game medium, The program according to claim 12, wherein the processing relating to the second game medium is changed according to the value of the medium-related parameter.

15. The processing relating to the second game medium includes processing that generates specific effects that can also occur in the first game, The program according to claim 12, wherein the number or types of specific effects that can be generated by processing the second game medium are greater than the number or types of specific effects that can be generated in the first game.

16. The program according to claim 12, wherein the processing relating to the second game medium includes processing for starting and progressing a match with an opponent.

17. A configuration processing unit that sets the first game medium to be used for the game based on settings input from the user, A first processing unit that starts a first game in response to a first input from the user and performs a first game processing that advances the first game based on the value of a first game parameter and the set first game medium, The system includes a second processing unit that starts a second game in response to a second input different from the first input from the user, and performs a second game processing that advances the second game based on the value of a second game parameter and the set first game medium, The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The second game parameter includes a portion of two or more of the first game parameters. The second game process includes a first determination process that determines whether a predetermined release condition is met, The second game processing is an information processing device that, when the predetermined release condition is met, expands the range of variation of a specific game parameter among the two or more first game parameters.

18. The process involves setting the first game medium to be used for the game based on the settings input from the user, A step of starting a first game in response to a first input from the user, and performing a first game processing that advances the first game based on the value of a first game parameter and the set first game medium, The process includes the steps of starting a second game in response to a second input different from the first input from the user, and performing a second game process that advances the second game based on the value of the second game parameter and the set first game medium, The second game proceeds in a different manner than the first game. The second game process includes a simplified version of at least a part of the process of changing the value of the first game parameter in the first game process, The second game parameter includes a portion of two or more of the first game parameters. The second game process includes a first determination process that determines whether a predetermined release condition is met, The second game processing is an information processing method performed by a computer, which, when the predetermined release condition is met, expands the range of variation of a specific game parameter among the two or more first game parameters.