Information processing program, information processing method, and information processing system
The system enhances game enjoyment by allowing players to select opponents with shared parameters and granting favorable conditions based on predetermined criteria, addressing the challenge of weaker characters in multiplayer games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2022-12-14
- Publication Date
- 2026-06-16
AI Technical Summary
Players with less powerful characters in games may struggle to advance and experience diminished enjoyment due to unfavorable game conditions.
An information processing system that allows players to select opponents with shared parameters, changing these parameters based on predetermined conditions, and granting favorable conditions to players when certain criteria are met, while displaying these conditions before the game begins.
Enhances player enjoyment by providing favorable conditions in multiplayer games, ensuring a more engaging experience regardless of character strength.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
Background Art
[0002] Patent Document 1 discloses a game in which a player battles an enemy character in cooperation with other players.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game as described above, a player who does not possess a powerful character may not be able to advance the game favorably, and there is a risk that the enjoyment of the game will be impaired.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of enhancing the enjoyment of a game.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program includes a process that enables selection of any one of a plurality of opponents including an opponent provided with a predetermined condition, and a process of playing a battle game against the opponent selected by the player, the opponent having parameters shared among a plurality of players, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. The aforementioned favorable conditions are granted. For each of the aforementioned opponents, The A process of displaying, in a way that allows the player to identify, the advantageous conditions granted in the aforementioned game against the opponent, before the game begins. Have the computer perform this task. The aforementioned plurality of opponents include the plurality of opponents for whom the predetermined conditions are set, Depending on the type of opponent for whom the predetermined conditions are set, different advantageous conditions are associated with each other. In the process of granting the aforementioned advantageous conditions, the advantageous conditions are assigned to the type of opponent whose predetermined conditions are met.
[0007] In the process of performing the aforementioned battle game, the parameters of the opponent are changed, In the process of granting the aforementioned advantageous conditions, when the opponent's parameters reach a specific value, the predetermined conditions are deemed to be met, and the advantageous conditions are granted. In the process that allows the selection of an opponent, it is also possible to make it impossible to select an opponent whose parameter reaches the specified value.
[0009] In the aforementioned game against the aforementioned opponent, multiple of the aforementioned advantageous conditions may be granted in overlapping manner.
[0010] To solve the above problem, the information processing method is an information processing method performed by one or more computers, A process that allows the user to select one of several opponents, including opponents who meet certain conditions, The process involves playing a game against an opponent selected by a player, where parameters shared among multiple players are set, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. The aforementioned favorable conditions are granted. For each of the aforementioned opponents, The A process of displaying, in a way that allows the player to identify, the advantageous conditions granted in the aforementioned game against the opponent, before the game begins. Includes, The aforementioned plurality of opponents include the plurality of opponents for whom the predetermined conditions are set, Depending on the type of opponent for whom the predetermined conditions are set, different advantageous conditions are associated with each other. In the process of granting the aforementioned advantageous conditions, the advantageous conditions are assigned to the type of opponent whose predetermined conditions are met.
[0011] To solve the above problems, the information processing system is an information processing system comprising one or more computers, The aforementioned computer, A process that allows the user to select one of several opponents, including opponents who meet certain conditions, The process involves playing a game against an opponent selected by a player, where parameters shared among multiple players are set, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. The aforementioned favorable conditions are granted. For each of the aforementioned opponents, The A process of displaying, in a way that allows the player to identify, the advantageous conditions granted in the aforementioned game against the opponent, before the game begins. To carry out, The plurality of opponents includes the plurality of opponents provided with the predetermined conditions. Different advantageous conditions are associated with the types of the opponents provided with the predetermined conditions. In the process of granting the advantageous conditions, the advantageous conditions associated with the type of the opponent that satisfies the predetermined conditions are granted.
Advantages of the Invention
[0012] According to the present invention, the interest of the game can be enhanced.
Brief Description of the Drawings
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram for explaining an example of an ally character confirmation screen. FIG. 3C is a diagram showing an example of a quest screen. [Figure 4] FIG. 4A is a diagram for explaining an example of a main quest screen. FIG. 4B is a diagram for explaining an example of a main quest selection screen. FIG. 4C is a first diagram for explaining an example of a party selection screen. [Figure 5] FIG. 5A is a diagram for explaining an example of a battle screen. FIG. 5B is a diagram for explaining an example of a result screen. [Figure 6] FIG. 6A is a diagram for explaining an example of an event battle screen. FIG. 6B is a diagram for explaining an example of a support setting screen. [Figure 7] FIG. 7A is a diagram for explaining an example of a dominant bonus confirmation screen. FIG. 7B is a diagram for explaining an example of a breakthrough bonus confirmation screen. [Figure 8] FIG. 8 is a diagram for explaining an example of a bonus granting condition setting table. [Figure 9]Figure 9A illustrates an example of the event battle selection screen. Figure 9B illustrates an example of the party selection screen. Figure 9C illustrates an example of the support character selection screen. [Figure 10] Figure 10A illustrates an example of a battle screen related to a sub-boss battle. Figure 10B illustrates an example of an event battle screen. Figure 10C illustrates an example of an event battle selection screen. [Figure 11] Figure 11A illustrates an example of a party selection screen. Figure 11B illustrates an example of a support character selection screen. [Figure 12] Figure 12 illustrates the memory configuration and computer functions of the player terminal. [Figure 13] Figure 13 illustrates the memory configuration and computer functionality of the server. [Figure 14] Figure 14 is a sequence diagram illustrating the basic processing of the player terminal and server. [Figure 15] Figure 15 is a flowchart illustrating an example of battle game control processing on a player terminal. [Figure 16] Figure 16 is a flowchart illustrating an example of the process for granting a dominant bonus on a server. [Figure 17] Figure 17 is a flowchart illustrating an example of the process for awarding defeat bonuses on a server. [Modes for carrying out the invention]
[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0016] The player terminal (information processing device) 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 100. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0017] Server 100 is configured to communicate with multiple player terminals 1 and is connected to multiple player terminals 1. Server 100 stores various information (player information) for each player ID used to identify players playing the game.
[0018] The communication base station 200a is connected to the communication network 200 and transmits and receives information wirelessly with the player terminal 1. The communication network 200 consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 100.
[0019] In this embodiment, the information processing system S consists of a player terminal 1 and a server 100 that function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 100.
[0020] (Hardware configuration of player terminal 1 and server 100) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 100. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0021] Furthermore, as shown in Figure 2B, the server 100 is composed of a CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124.
[0022] Furthermore, the configuration and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 100 will not be described.
[0023] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0024] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0025] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station 200a and transmits and receives various data and information such as programs to and from the server 100 via the communication network 200. In the player terminal 1, programs and other information received from the server 100 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. In this embodiment, a so-called battle game is provided in which allied characters fight against enemy characters. Specifically, in the game of this embodiment, multiple allied characters are provided. The player selects multiple characters (five in this case) from the provided allied characters to form a party. In addition, the player can play multiple types of battle games with different enemy characters and difficulty levels. In the battle game, the objective is for the allied characters in the party to defeat (clear) the enemy characters and obtain rewards.
[0030] Figure 3A shows an example of the home screen. Figure 3B illustrates an example of the ally character confirmation screen. Figure 3C shows an example of the quest screen. The display 26 of the player terminal 1 displays game screens as shown in Figures 3A, 3B, and 3C. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0031] The normal screen is primarily used by the player to check various settings and information. On the other hand, the battle screen is the screen displayed on display 26 from the start to the end of a battle game. In this case, all screens other than the battle screen are considered normal screens. The normal screen consists of multiple screens, including the home screen shown in Figure 3A, the ally character confirmation screen shown in Figure 3B, the quest screen shown in Figure 3C, the main quest screen shown in Figure 4A (described later), the event battle screen shown in Figures 6A and 10B (described later), the support settings screen shown in Figure 6B (described later), the gacha screen (not shown), the menu screen, and the shop screen.
[0032] In the normal screen, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has multiple control sections that the player can operate (tap). The menu bar 30 includes a home screen selection control section 30a labeled "Home", a ally character confirmation screen selection control section 30b labeled "Character", a story screen selection control section 30c labeled "Story", a quest screen selection control section 30d labeled "Quest", a gacha screen selection control section 30e labeled "Gacha", and a menu screen selection control section 30f labeled "Menu". In the menu bar 30, the control section corresponding to each screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0033] When the Home Screen selection control 30a is tapped, the Home Screen shown in Figure 3A is displayed on the display 26. When the Ally Character Confirmation Screen selection control 30b is tapped, the Ally Character Confirmation Screen shown in Figure 3B is displayed on the display 26. When the Story Screen selection control 30c is tapped, a Story Screen (not shown) is displayed on the display 26. When the Quest Screen selection control 30d is tapped, the Quest Screen shown in Figure 3C is displayed on the display 26. When the Gacha Screen selection control 30e is tapped, a Gacha Screen (not shown) is displayed on the display 26. When the Menu Screen selection control 30f is tapped, a Menu Screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted, on the Story Screen, new stories are unlocked as the player progresses through the Main Quest (see Figure 4A) described later on the Quest Screen, and the player can view the unlocked stories from the Story Screen. On the Gacha Screen, a gacha lottery is held where ally characters can be obtained by lottery. On the Menu Screen, game settings and various information can be checked.
[0034] The home screen shown in Figure 3A corresponds to the initial screen, and a header display area 31 is provided at the top. The header display area 31 displays level information 31a, which indicates the player level associated with the player ID, and a stamina display bar 31b, which indicates the stamina of the player associated with the player ID. This level information 31a and stamina information are also included in the player information.
[0035] Stamina is a parameter necessary for players to play battle games. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a maximum number of times it can be played per day, and so on. When playing a battle game that has a set stamina consumption value, the player will consume stamina to play the battle game, so if the player does not have enough stamina, they will not be able to play that battle game.
[0036] Without going into too much detail, when a player wins a battle game, they can earn a predetermined amount of player experience points. Each time their player experience points reach a certain value, their player level increases. A stamina limit is set for each player level, and as the player level increases, the stamina limit also increases. Stamina recovers within the limit by a predetermined amount (e.g., 1 point) at regular intervals (e.g., every 5 minutes). The stamina display bar 31b visually shows the current stamina remaining relative to the stamina limit.
[0037] Additionally, the Event Battle Control Panel 32 may be displayed on the far right of the home screen. As will be explained in more detail later, when an Event Battle is held, the Event Battle Control Panel 32 labeled "Event Battle" will be displayed for the duration of the Event Battle.
[0038] Then, when the event battle control panel 32, labeled "Event Battle," is tapped, the event battle screen (see Figures 6A and 10B) is displayed on the display 26. If no event battle is being held, the event battle control panel 32 will be hidden.
[0039] When the Ally Character Confirmation Screen Selection Operation Unit 30b shown in Figure 3A is tapped, the Ally Character Confirmation Screen shown in Figure 3B is displayed on the display 26. The Ally Character Confirmation Screen displays images of all ally characters corresponding to the Ally Character ID associated with the Player ID. In other words, the Ally Character Confirmation Screen displays all ally characters owned by the player. The Ally Character ID is used to identify ally characters, and each ally character is assigned a different ID. When a player acquires a new ally character, for example through a gacha draw, the Ally Character ID of the acquired ally character is associated with the player's Player ID. The Ally Character ID is part of the player information.
[0040] Each ally character ID stores associated information about their experience points and level. Experience points increase when winning battle games (described later) or when using specific items. Levels are set in relation to experience points, and the level increases each time experience points reach a predetermined value. Each ally character also has a level cap, and their level will only increase within that cap.
[0041] Additionally, each ally character has base combat values such as life points, attack power, and defense power, based on their level. The higher the combat power of the ally characters, the more advantageous the battle game becomes for the player. Furthermore, each base value set for ally characters increases as their level increases.
[0042] Furthermore, allied characters can be equipped with weapons and armor. Each piece of equipment has a bonus value assigned to its attack power, defense power, etc. When equipment is equipped, the bonus value of each piece of equipment is added to the base value mentioned above, increasing the allied character's combat power. This information about weapons and armor is also associated with the allied character ID and is included as part of the player information.
[0043] When the quest screen selection control unit 30d shown in Figure 3A is tapped, the quest screen shown in Figure 3C is displayed on the display 26. The quest screen displays multiple game type selection control units 44, each indicating the type of battle game offered. In this case, five types of battle games are offered, and five game type selection control units 44 are displayed.
[0044] The game type selection control unit 44 includes a main quest selection control unit 44a labeled "Main Quest," a guild battle selection control unit 44b labeled "Guild Battle," a 1v1 battle selection control unit 44c labeled "1v1 Battle," a 3v3 battle selection control unit 44d labeled "3v3 Battle," and an event battle control unit 44e labeled "Event Battle." The event battle control unit 44e is displayed when an event battle is being held and is hidden when no event battle is taking place.
[0045] When the main quest selection control 44a is tapped, the main quest screen shown in Figure 4A is displayed on the display 26. Similarly, when the guild battle selection control 44b is tapped, a guild battle screen (not shown) is displayed on the display 26. Likewise, when the 1v1 battle selection control 44c is tapped, a 1v1 battle screen (not shown) is displayed on the display 26. Furthermore, when the 3v3 battle selection control 44d is tapped, a 3v3 battle screen (not shown) is displayed on the display 26. Finally, when the event battle control 44e is tapped, the event battle screen (see Figures 6A and 10B) is displayed on the display 26.
[0046] Note that some battle games have unlock conditions. These conditions may include, for example, having a player level above a certain value, having viewed a specific story from the story screen, or having cleared other designated battle games. Furthermore, each battle game type has multiple battle games (layers or loops) belonging to it. Each of these battle games also has its own unlock conditions. When the unlock conditions are met, the game unlock information included in the player information will be updated.
[0047] On player terminal 1, it is determined whether or not a battle game is unlocked based on the game unlock information, and only the game type selection control unit 44 of the battle game that meets the unlock conditions accepts the player's input (tap). Therefore, the player can only play battle games that meet the unlock conditions.
[0048] Figure 4A is an example illustrating the main quest screen. Figure 4B is an example illustrating the main quest selection screen. Figure 4C is the first example illustrating the party selection screen.
[0049] As described above, when the main quest selection operation unit 44a is tapped in the game type selection operation unit 44 shown in Figure 3C, the main quest screen shown in Figure 4A is displayed on the display 26.
[0050] The main quest screen displays a quest control section 45 for selecting from multiple battle games (levels) belonging to the main quest. The main quest screen also displays a menu bar 30 and a header display area 31.
[0051] The quest control panel 45 also displays the clear information for each battle game. The clear information is indicated, for example, by three stars. In battle games belonging to the main quest, when you clear the battle game, you will earn stars according to the number of allied characters whose life points were at 0 at the time of clearing. For example, if no allied characters have 0 life points, you will earn three stars; if one allied character has 0 life points, you will earn two stars; and if two or more allied characters have 0 life points, you will earn one star.
[0052] In the example shown in Figure 4A, three stars were earned in the "1-1" battle game, two stars in the "1-2" battle game, and one star in the "1-3" battle game. In the "1-4" battle game, no stars were earned, and it is reported that this battle game was not cleared.
[0053] In the main quest, the unlock condition is clearing the previous battle game. For example, in the example shown in Figure 4A, clearing battle games "1-3" unlocks battle game "1-4," but subsequent battle games (not shown, "1-5" and beyond) remain unlocked.
[0054] On the main quest screen, if the quest operation unit 45 for battle game "1-4" is operated (tapped), the main quest selection screen shown in Figure 4B is displayed on the display 26. The main quest selection screen displays the enemy characters that appear in that battle game and the items (rewards) that can be obtained in that battle game. The main quest selection screen also displays a challenge operation unit 46 labeled "Challenge" to challenge that battle game, and a cancel operation unit 40 labeled "Cancel" to stop the process corresponding to the currently displayed screen.
[0055] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in Figure 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0056] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Figure 4C is displayed on the display 26. The party selection screen displays all the allied characters owned by the player, and below it, a selected allied character display area 47 is displayed, showing the selected allied character.
[0057] Additionally, the party selection screen displays a cancel operation section 40 and a battle start operation section 49 labeled "Start Battle".
[0058] On the party selection screen, when a player interacts with (tap) a displayed ally character, that character is displayed in the selected ally character display area 47. In other words, here, the player selects an ally character ID from among the multiple ally character IDs associated with the player ID to be used in the battle game (to determine the party). A party is formed when multiple ally characters are selected by the player. Note that the same ally character cannot be set more than once when forming a party.
[0059] Once the party formation is complete and the battle start control unit 49 is operated (tapped), the battle game will begin.
[0060] Figure 5A illustrates an example of a battle screen. Figure 5B illustrates an example of a results screen. When the battle start operation unit 49 is operated (tapped) on the party selection screen shown in Figure 4C, the battle game begins.
[0061] During a battle game, a battle screen is displayed as shown in Figure 5A. On the battle screen, allied characters and enemy characters are displayed on display 26. Allied characters are controlled by a computer and can inflict damage on enemy characters and receive damage from enemy characters. Enemy characters are also controlled by a computer and can inflict damage on allied characters and receive damage from allied characters.
[0062] When an enemy character takes damage, the damage points are deducted from the enemy character's life points. Similarly, when an ally character takes damage, the damage points are deducted from the ally character's life points. The player wins (clears the stage) when all enemy characters' life points reach 0, and the player loses when all ally characters' life points reach 0 (loses).
[0063] Here, at the bottom of the battle screen, as shown in Figure 5A, there is a display area 50 for allied characters. The display area 50 shows the life points 50a and special move gauge 50b for each allied character. The special move gauge 50b increases when an allied character takes damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 50b reaches a predetermined maximum value, that allied character becomes able to use a special move. Special moves deal more damage to enemy characters than normal attacks, restore the life points of allied characters, or inflict special effects on enemy characters.
[0064] There are two ways to use a special move. One is for the player to tap on an allied character whose special move gauge 50b, displayed in the allied character display area 50, has reached its maximum value. The other is for the computer to use the special move when the special move gauge 50b reaches its maximum value in auto mode. An auto selection control unit 51 is displayed on the battle screen, and the player can switch between auto mode and manual mode by operating the auto selection control unit 51. When the auto selection control unit 51 is operated in manual mode, the special move is used automatically. Also, when the auto selection control unit 51 is operated in auto mode, the special move is used manually. Even in auto mode, if the special move gauge 50b has reached its maximum value and the special move has not been used by the computer, the player can use the special move by tapping on an allied character.
[0065] Then, when the battle game ends successfully, the results screen is displayed on the display 26, as shown in Figure 5B. Figure 5B shows an example of the results screen when an ally character wins.
[0066] The results screen displays at least some of the game result information for the battle game, along with an exit operation section 53 labeled "Close".
[0067] The game result information includes the ally character ID (party) of allied characters, the enemy character ID of enemy characters, the remaining status of allied and enemy characters at the end of the battle (whether or not their life points are 0 at the end of the battle game), the total damage dealt, whether the player was in manual or auto mode, the battle log ID, the type of battle game (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game floor, etc.), and information on items awarded. The player is in manual or auto mode if they were in auto mode from the start to the end of the battle game and no special moves were used manually by the player; otherwise, they are in manual mode. The battle log ID is unique to each battle game. The information associated with each type of battle game varies depending on the type of battle game.
[0068] When the termination operation unit 53 is operated (tapped) on the results screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the results screen is part of the battle screen. The normal screen to which the result screen is switched to may be the screen that was displayed immediately before switching to the battle screen, or it may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the results screen ends.
[0069] Next, we will explain event battles. Figure 6A is an example of an event battle screen. Figure 6B is an example of a support settings screen. Figure 7A is an example of a superiority bonus confirmation screen. Figure 7B is an example of a defeat bonus confirmation screen.
[0070] In event battles, all players stored on server 100 cooperate to fight a powerful enemy character (a sub-boss in this embodiment). The event battles in this embodiment are closely related to the story, and after a specific story, they recreate a battle game in which the protagonist of the story faces the main boss. Therefore, there are participation conditions for event battles. In this embodiment, the story screen selection operation unit 30c shown in Figure 3A is operated, and viewing a specific story from the story screen (the player information contains flag information indicating that the specific story has been viewed) is set as a participation condition, and players who have viewed the specific story can participate in the event battle. Therefore, players who have not viewed the specific story cannot participate in the event battle.
[0071] During an event battle, if the event battle control unit 32 labeled "Event Battle" as shown in Figure 3A, or the event battle control unit 44e as shown in Figure 3C, is operated (tapped), the event battle screen shown in Figure 6A will be displayed on the display 26.
[0072] The event battle screen displays four sub-bosses (Sub-boss A, Sub-boss B, Sub-boss C, Sub-boss D) and one main boss, as well as a remaining challenge rights display area 60a, a challenge rights recovery time display area 60b, a support settings operation area 60c, and a raid HP display area 60d.
[0073] In this embodiment, when an event battle is held, each player is granted a certain number of challenge rights to challenge multiple sub-bosses. For example, when each player logs in during the event battle period, each player is granted 5 challenge rights to challenge sub-bosses upon their first login. There is an upper limit to the number of challenge rights, and in this embodiment, the upper limit is 5.
[0074] Players engage in battle games against each sub-boss (hereinafter also referred to as sub-boss battles). When a battle game ends and the conditions for completion are met (all allied characters or sub-bosses' life points reach 0, or a certain amount of time has passed), one challenge right is consumed. If a player retires from a battle game midway through, the challenge right is not consumed, and the damage points dealt to the sub-boss during the battle game are also reset.
[0075] The remaining challenge rights display area 60a shows the current remaining challenge rights relative to the upper limit of challenge rights. In the example shown in Figure 6A, 3 (times) are displayed as remaining challenge rights in the remaining challenge rights display area 60a.
[0076] Challenge rights are granted a predetermined number of times at predetermined intervals. For example, challenge rights are granted three times every six hours. The challenge right recovery time display area 60b shows the remaining time until the next challenge right is granted (recovered). In the example shown in Figure 6A, the challenge right recovery time display area 60b shows 5 hours and 42 minutes as the remaining time until the challenge right is granted.
[0077] The support settings control unit 60c is displayed on the event battle screen and is only displayed during an event battle. When the player operates (taps) the support settings control unit 60c, the support settings screen shown in Figure 6B is displayed. The support settings screen displays a support character setting area 61 labeled "Event Battle". The player can set up to two support characters in the support character setting area 61.
[0078] In the support character setting, players can designate their own allied characters as support characters that can be lent to other players. Other players can borrow the support characters designated by the player and use them to battle enemy characters. Players can also earn rewards by designating support characters. For example, a player can receive in-game currency to train their own allied characters as a reward.
[0079] In this embodiment, players can perform friend settings, follow settings, support settings, etc., from the menu screen. In friend settings, players can register other players as friends. Friend registration is performed when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player. Once friend registration is complete, the player ID and the other player ID are linked as friends, and the other player ID is stored on server 100 as the player's friend ID. The player ID is used to identify the player, and each player is assigned a different ID. In other words, each player's player ID is different from other players' IDs. In follow settings, players can register other players as followers. Follow registration is performed when a player sends a follow request to another player, and approval from the other player is not required. Once follow registration is complete, the player ID and the other player ID are linked, and the other player ID is stored on server 100 as the player's follow ID.
[0080] For example, other players can borrow a support character set in the support character setting area 61 from a player who has completed friend registration. Similarly, a player can borrow a support character set in the support character setting area 61 from another player who has completed friend registration. However, support characters set in the support character setting area 61 may also be lent between players who have not completed friend registration and other players (non-friends). For example, a support character set in the support character setting area 61 may be borrowed from another player (non-friend) that a player has followed.
[0081] Furthermore, in this embodiment, each player can belong to a guild. They may also be able to borrow support characters set in the support character setting area 61 from other players (guild members) belonging to the same guild. Similarly, guild members may be able to borrow support characters set in the support character setting area 61 from other players belonging to the same guild.
[0082] In the example shown in Figure 6B, the player has set one support character in the support character setting area 61. The support character set in the support character setting area 61 has its support character ID associated with the player ID and stored as part of the player information. The player information, including the support character ID, is sent from the player terminal 1 to the server 100 and stored on the server 100.
[0083] In the example shown in Figure 6B, an additional setting mark 61a is displayed in the support character setting area 61, indicating that additional support characters can be set. By operating (tapping) the additional setting mark 61a, the player can add new support characters other than those already set in the support character setting area 61.
[0084] Support characters set in the support character setting area 61 are provided with a setting cancellation unit 61b. Players can cancel the setting of a support character by operating the setting cancellation unit 61b. At this time, the association between the player ID and the support character ID is broken, and the information related to the support character ID is deleted from the player information. However, a support character cannot be canceled until a certain period of time (for example, 30 minutes) has passed since it was set. The setting cancellation unit 61b will not accept input from the player until a certain period of time has passed since the support character was set. When the event battle ends, support characters set in the support character setting area 61 are automatically canceled.
[0085] Other players can borrow the support characters that a player has set in their support character setting area 61 when playing the "Event Battle" battle game. For example, another player can borrow the support characters set in a player's support character setting area 61. Similarly, a player can borrow the support characters set in another player's support character setting area 61.
[0086] In this embodiment, when an event battle is held, as shown in Figure 6A, multiple sub-bosses are displayed on the display 26 for players to select, and a sub-boss battle begins in which all players fight against each sub-boss.
[0087] Each sub-boss has two types of hit points (hereinafter referred to as HP). Specifically, each sub-boss has Raid HP and Battle HP. In this embodiment, the initial value of each sub-boss's Raid HP is set to 2 trillion, and the initial value of each sub-boss's Battle HP is set to 2 million.
[0088] In each sub-boss battle, the opponent's sub-boss's battle HP is reduced based on the damage dealt to the opponent's sub-boss. When the opponent's sub-boss's battle HP reaches 0, the sub-boss is defeated. In event battles, the opponent's sub-boss's raid HP is reduced based on the damage dealt to the opponent's sub-boss by the player in the sub-boss battle. Each sub-boss has a set condition for its elimination, and even if defeated by the player, it will revive until its raid HP reaches 0. Alternatively, the value obtained by calculating a predetermined coefficient based on the damage dealt to the opponent's sub-boss by the player in the sub-boss battle may be subtracted from the raid HP.
[0089] Raid HP is a common value for all players participating in the event battle, and Server 100 manages this value (Raid HP) throughout the event battle period. When each sub-boss's Raid HP reaches 0, its elimination condition is met and it disappears. Specifically, Server 100 subtracts Raid HP from each sub-boss based on the damage dealt to it by all players participating in the event battle. Server 100 then determines whether each sub-boss's Raid HP has reached 0 (i.e., whether the elimination condition for each sub-boss has been met), and if it determines that the Raid HP has reached 0 (elimination condition met), it executes a visual effect to eliminate that sub-boss. In other words, opponents have parameters (Raid HP and Battle HP) set, and the execution of sub-boss battles in the event battle changes (decreases) the opponent's parameters (Raid HP and Battle HP). Furthermore, although this embodiment shows a case where both Raid HP and Battle HP are provided, it is not limited to this, and it is also possible to provide only Raid HP and not Battle HP. In this case, the damage dealt by the player to the opponent's sub-boss in the sub-boss battle may be subtracted from the opponent's sub-boss's Raid HP.
[0090] As shown in Figure 6A, a raid HP display area 60d is displayed below each sub-boss. The raid HP display area 60d displays a raid HP bar that shows the remaining value of each sub-boss's raid HP.
[0091] When the raid HP bar displayed in the raid HP display area 60d reaches 0 (i.e., the conditions for each sub-boss's elimination are met), that sub-boss disappears, and an animation plays showing its disappearance from the event battle screen. Additionally, a message indicating that the sub-boss has been eliminated is displayed in the raid HP display area 60d. For example, after a sub-boss is eliminated, the words "Defense Successful" are displayed in the raid HP display area 60d. Players are free to battle any of the four sub-bosses whose elimination conditions have not yet been met.
[0092] Furthermore, in this embodiment, depending on the progress of the sub-boss battle, a superiority bonus (first advantage condition) and a defeat bonus (second advantage condition) that are advantageous to the player may be awarded in each sub-boss battle. The superiority bonus (first advantage condition) and defeat bonus (second advantage condition) awarded in each sub-boss battle are valid for all players. However, it is also possible to provide superiority bonuses (first advantage condition) and defeat bonuses (second advantage condition) that are valid for at least some players. In this case, for example, the superiority bonus (first advantage condition) and defeat bonus (second advantage condition) may be valid for so-called beginner players. Alternatively, the superiority bonus (first advantage condition) and defeat bonus (second advantage condition) may be valid only among guild members or players who have completed friend registration.
[0093] Furthermore, the content of the advantage bonus (first advantage condition) and the defeat bonus (second advantage condition) is not particularly limited as long as it is advantageous to the player. Examples of advantage bonuses (first advantage condition) and defeat bonuses (second advantage condition) include effects that strengthen your own character (ally character or support character) in a sub-boss battle (such as increasing various stats such as attack power and defense power), or effects that weaken the opponent's sub-boss (such as decreasing various stats such as the sub-boss's attack power and defense power, or hindering the sub-boss's actions).
[0094] As shown in Figure 6A, the status of the awarding of the advantage bonus (first advantage condition) and the defeat bonus (second advantage condition) to each sub-boss is notified to the player by the advantage bonus icon 60e and the defeat bonus icon 60f. Also, as shown in Figure 6A, a bonus information display unit 60g is displayed at the top of the display 26, which displays information related to the advantage bonus (first advantage condition) and the defeat bonus (second advantage condition) newly awarded in the sub-boss battle with each sub-boss for a predetermined period of time. Specifically, the bonus information display unit 60g displays information related to the advantage bonus (first advantage condition) and the defeat bonus (second advantage condition) that were not generated when transitioning to the previous event battle screen but have newly occurred when transitioning to the current event battle screen, for a predetermined period of time.
[0095] As shown in Figure 6A, in this embodiment, if both the advantage bonus and the defeat bonus are awarded in a sub-boss battle with sub-boss 1, the advantage bonus icons 60e are displayed in a horizontal row at the bottom of the raid HP display area 60d, and the defeat bonus icons 60f are displayed in a horizontal row below the advantage bonus icons 60e. Also, as shown in Figure 6A, in this embodiment, if only the defeat bonus is awarded in a sub-boss battle with sub-boss 1, the defeat bonus icons 60f are displayed in a horizontal row at the bottom of the raid HP display area 60d. Also, in this embodiment, if only the advantage bonus is awarded in a sub-boss battle with sub-boss 1, the advantage bonus icons 60e are displayed in a horizontal row at the bottom of the raid HP display area 60d.
[0096] Additionally, if the conditions for the elimination of a sub-boss in a sub-boss battle where a superiority bonus and a defeat bonus have been awarded are met (i.e., the raid HP reaches 0), the superiority bonus icon 60e and the defeat bonus icon 60f displayed for that sub-boss will be hidden.
[0097] Furthermore, when the advantage bonus icon 60e displayed for each sub-boss on the event battle screen is operated (tapped), the advantage bonus confirmation screen shown in Figure 7A is displayed on the display 26. For example, when the advantage bonus icon 60e displayed below "Sub-boss A" on the event battle screen is operated (tapped), the advantage bonus confirmation screen shown in Figure 7A is displayed on the display 26. The advantage bonus confirmation screen displays a list of the advantage bonuses awarded in the sub-boss battle with the sub-boss corresponding to the advantage bonus icon 60e operated (tapped) by the player, and also displays an OK operation unit 62a labeled "OK". When the OK operation unit 62a is operated (tapped) on the advantage bonus confirmation screen, the display of the advantage bonus confirmation screen ends, and the event battle screen is displayed on the display 26.
[0098] As shown in Figure 7A, each advantage bonus has an effect that benefits the player and a remaining validity period for granting the advantage bonus in a sub-boss battle. Once the set remaining validity period has elapsed, the advantage bonus granted in the sub-boss battle will disappear. However, advantage bonuses with a remaining validity period set to "permanent" will continue to be granted until the conditions for the sub-boss's elimination in the target sub-boss battle are met. As shown in Figure 6A, the advantage bonus icon 60e corresponding to an advantage bonus with a set remaining validity period will display the remaining validity period in an identifiable way. The remaining validity period is deducted from the time the advantage bonus is granted in a sub-boss battle, regardless of whether the sub-boss battle is actually performed. If the remaining validity period of the advantage bonus is within the time frame at the start of the sub-boss battle and exceeds the time frame at the end of the sub-boss battle, the effect of that advantage bonus will be treated as valid for that sub-boss battle. In other words, if the remaining validity period of the advantage bonus is within the time frame at the start of the sub-boss battle, the advantage bonus will be treated as valid for that sub-boss battle.
[0099] Furthermore, in this embodiment, an upper limit is set on the number of advantage bonuses that can be activated simultaneously (activation limit). This prevents situations from unintentionally becoming excessively advantageous to the player, which could make sub-boss battles extremely easy, thereby enhancing the enjoyment of the game.
[0100] Furthermore, if the number of advantage bonuses granted in a sub-boss battle against sub-boss 1 exceeds the maximum limit, the advantage bonus related to the newly fulfilled first condition may not be granted in that sub-boss battle. In this case, any advantage bonuses that arise when the maximum limit has been reached will be invalidated and will not be applied again even if the number falls below the limit afterward. However, this is not limited to the above, and if the number of advantage bonuses granted in a sub-boss battle against sub-boss 1 exceeds the maximum limit, the advantage bonus granted earlier in the sub-boss battle with the sub-boss may be given priority. Alternatively, a priority order may be set for each type of advantage bonus, and the advantage bonus with the highest priority may be given priority. Or, there may be no limit on the number of advantage bonuses that can be activated simultaneously (activation limit).
[0101] Furthermore, when the defeat bonus icon 60f displayed for each sub-boss on the event battle screen is operated (tapped), the defeat bonus confirmation screen shown in Figure 7B is displayed on the display 26. For example, when the defeat bonus icon 60f displayed below "Sub-boss A" on the event battle screen is operated (tapped), the defeat bonus confirmation screen shown in Figure 7B is displayed on the display 26. The defeat bonus confirmation screen displays a list of the defeat bonuses awarded in the sub-boss battle with the sub-boss corresponding to the defeat bonus icon 60f operated (tapped) by the player, and also displays an OK operation section 62a labeled "OK". When the OK operation section 62a is operated (tapped) on the defeat bonus confirmation screen, the display of the defeat bonus confirmation screen ends, and the event battle screen is displayed on the display 26.
[0102] As shown in Figure 7B, the defeat bonus has effects that are advantageous to the player. In this embodiment, the defeat bonus will continue to be awarded until the conditions for the elimination of the sub-boss in the target sub-boss battle are met. However, the remaining effective time for the defeat bonus may also be set, similar to the advantage bonus described above.
[0103] Figure 8 illustrates an example of a bonus granting condition setting table. In this embodiment, as shown in Figure 8, each sub-boss is provided with a first condition and a second condition.
[0104] In this embodiment, multiple first conditions are set based on the value of each sub-boss's raid HP. Specifically, as shown in Figure 8, four first conditions are set: when the result of subtracting raid HP reaches (or falls below) "1900000000000", when the result of subtracting raid HP reaches (or falls below) "1000000000000", when the result of subtracting raid HP reaches (or falls below) "500000000000", and when the result of subtracting raid HP reaches (or falls below) "10000000000".
[0105] As shown in Figure 8, the types of advantage bonuses to be awarded when each first condition is met, and the types of sub-bosses in the sub-boss battles to which the advantage bonuses will be awarded, are predetermined. In this embodiment, as shown in Figure 8, it is set that a predetermined type of advantage bonus will be awarded in a sub-boss battle against a sub-boss that has met each first condition. Specifically, for example, if the raid HP against sub-boss A reaches "1900000000000", it is set that advantage bonus A1 will be awarded in the sub-boss battle against sub-boss A. Each of the advantage bonuses A1 to A4, B1 to B4, C1 to C4, and D1 to D4 are associated with one or more types of advantage bonuses.
[0106] In other words, when the first condition is met in a competitive game, the player is granted a first advantage condition in the game against the opponent who has met the first condition. In other words, when the opponent's parameters (raid HP) reach predetermined values (here, raid HP is "1900000000000", "1000000000000", "500000000000", "10000000000"), the first condition is deemed to be met, and the first advantage condition (advantage bonus) is granted for a predetermined period. In this embodiment, the case where different types of advantage bonuses are set for each sub-boss is shown, but at least some of the sub-bosses may have the same type of advantage bonus. Also, in this embodiment, the case where the predetermined values for satisfying the first condition are common to each sub-boss is shown, but at least some or all of the predetermined values for satisfying the first condition may be different for each sub-boss. Furthermore, the content of the first advantageous condition (advantage bonus) granted when the first condition is met may be determined by lottery.
[0107] Furthermore, in this embodiment, a second condition is set for each sub-boss. Specifically, as shown in Figure 8, the second condition is set as the case when the raid HP reaches "0". In other words, when the conditions for the elimination of each sub-boss are met, the second condition is also met at the same time.
[0108] As shown in Figure 8, the type of defeat bonus to be awarded when each of the second conditions is met, and the type of sub-boss in the sub-boss battle to which the defeat bonus will be awarded, are predetermined. In this embodiment, as shown in Figure 8, it is set that a predetermined type of defeat bonus will be awarded in sub-boss battles against sub-bosses other than those for which each of the second conditions has been met.
[0109] Specifically, for example, if the raid HP of sub-boss A reaches "0", then defeat bonus A will be awarded in sub-boss battles against sub-bosses other than sub-boss A. Each of defeat bonuses A, B, C, and D is associated with one or more types of defeat bonuses.
[0110] In other words, when the second condition is met in a competitive game, a second advantage condition is granted to the player in subsequent games against opponents other than the one against whom the second condition was met. In other words, when the opponent's parameters (raid HP) reach a specific value (in this case, raid HP is "0"), the second condition is considered met, and the second advantage condition (defeat bonus) is granted.
[0111] Furthermore, while this embodiment shows a case where different types of defeat bonuses are set for each sub-boss, it is also possible that at least some of the sub-bosses may have the same type of defeat bonus.
[0112] Furthermore, in sub-boss battles against other sub-bosses that have already been eliminated because their elimination condition was met before the second condition for sub-boss A was fulfilled, no defeat bonus will be awarded.
[0113] Furthermore, in this embodiment, the advantage bonus and the defeat bonus can be awarded multiple times in a sub-boss battle against a sub-boss. That is, as the sub-boss battle progresses, the number of advantage bonuses and defeat bonuses awarded in a sub-boss battle against a sub-boss increases, so that the further the sub-boss battle progresses, the more advantageous it becomes for the player to execute the sub-boss battle. This helps to prevent the sub-boss battle from becoming prolonged and causing the player to become bored, and enhances the enjoyment of the game.
[0114] As described above, this embodiment shows a case where multiple first conditions and one second condition are provided, but it is not limited to this. In other words, it is sufficient that any of the following can be selected from multiple opponents (sub-bosses), including opponents (sub-bosses) that have at least one or more first conditions and opponents (sub-bosses) that have at least one or more second conditions. Also, for example, any of the following can be selected from multiple opponents (sub-bosses), including sub-bosses that have only the first condition, sub-bosses that have only the second condition, and sub-bosses that have both the first and second conditions. Furthermore, opponents (sub-bosses) that do not have either the first or second condition may be included. In addition, a specific value of the parameter (raid HP) of an opponent that satisfies the second condition may be the same as any of the predetermined values of the parameter (raid HP) of an opponent that satisfies the first condition.
[0115] Furthermore, while this embodiment shows the case where the first and second conditions are set based on the value of the raid HP, the first and second conditions are not limited to the raid HP and can be set using parameters set for the opponent. For example, in a sub-boss battle, the first and second conditions may be set based on the cumulative value of the number of times each sub-boss's battle HP has become "0" (i.e., the number of times each sub-boss has been defeated). Alternatively, in a sub-boss battle, the first and second conditions may be set based on various conditions (parameters), such as the cumulative value of the number of times a special move has been used against each sub-boss, or whether or not a predetermined item possessed by each player has been used. In any case, in a battle game (sub-boss battle), it is good practice to change the parameters of the opponent (sub-boss), and when the opponent's parameters reach a predetermined value, the first condition is met, and the first advantageous condition (advantage bonus) is granted for a predetermined period of time. When the opponent's parameters reach a specific value, the second condition is met, and the second advantageous condition (defeat bonus) is granted.
[0116] Figure 9A illustrates an example of the event battle selection screen. Figure 9B illustrates an example of the party selection screen. Figure 9C illustrates an example of the support character selection screen. When, for example, "Sub-boss A" is operated (tapped) on the event battle screen, the event battle selection screen shown in Figure 9A is displayed on the display 26. The event battle selection screen displays the enemy characters (Sub-boss A) that appear in that battle game and the items (rewards) that can be obtained in that battle game. The event battle selection screen also displays the special effect character display section 63a, the advantage bonus display section 63b, the defeat bonus display section 63c, the challenge operation section 46, and the cancel operation section 40.
[0117] The special effect character display unit 63a displays a total of 5 allied characters (5 types in total). In this embodiment, multiple special effect characters are pre-set for each sub-boss, and when a sub-boss battle is performed using the special effect characters set for each sub-boss, the sub-boss battle proceeds in a way that is advantageous to the player. In this embodiment, each sub-boss has multiple special effect characters that are linked to the story (scenario). For example, when calculating damage in a sub-boss battle, the correction value set for each special effect character is added to or multiplied by various parameters (level, HP, attack power, etc.) to derive a damage calculation result that is advantageous to the player. In this embodiment, the correction value set for allied characters is set to be larger than that for support characters. In the main boss battle, which will be described later, unlike the sub-boss battle, the special effect characters described above are not set.
[0118] The advantage bonus display unit 63b displays a list of the types of advantage bonuses (first advantage conditions) that have been granted in the sub-boss battle against the enemy character (sub-boss A) displayed on the event battle selection screen. When the advantage bonus display unit 63b is operated (tapped), the advantage bonus confirmation screen shown in Figure 7A is displayed on the display 26.
[0119] The defeat bonus display unit 63c displays a list of the types of defeat bonuses (second advantage conditions) awarded in the sub-boss battle against the enemy character (sub-boss A) displayed on the event battle selection screen. When the defeat bonus display unit 63c is operated (tapped), the defeat bonus confirmation screen shown in Figure 7B is displayed on the display 26.
[0120] When the cancel operation unit 40 is operated (tapped), the event battle screen shown in Figure 6A is displayed on the display 26, and the challenge to the selected "Sub-Boss A" battle game is canceled.
[0121] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Figure 9B is displayed on the display 26. The party selection screen displays all allied characters owned by the player, and below it, the selected allied character display area 47 is displayed, and above it, the support character selection operation unit 48 is displayed. In addition, the party selection screen displays the cancel operation unit 40 and the battle start operation unit 49.
[0122] On the party selection screen, when the player controls (taps) a displayed ally character, that character will appear in the selected ally character display area 47, and the party will be formed. Note that when forming a party for an event battle, the player must include at least one ally character that they own.
[0123] As shown in Figure 9B, the party selection screen clearly displays the characters that are designated as having special effects against the selected sub-boss. Specifically, allied characters designated as having special effects are marked with the label "Special Effects".
[0124] Therefore, players can easily assemble a party with five types of special characters that can give them an advantage in sub-boss battles. In this embodiment, different special characters are set for each sub-boss. This makes it necessary to consider the special characters when forming a party for each sub-boss battle, thus improving the strategic depth and enhancing the enjoyment of the game. Alternatively, the special characters set for all sub-bosses may be the same.
[0125] Furthermore, when the support character selection control unit 48 is operated (tapped) on the party selection screen, the support character selection screen shown in Figure 9C is displayed. The support character selection screen displays the support characters that other players have set in the support character setting area 61 for "Event Battle".
[0126] As shown in Figure 9C, the support character selection screen clearly displays the special effect characters set for the selected sub-boss. Specifically, support characters set as special effect characters are marked with the label "Special Effect". In this embodiment, having one ally character set as a special effect character will give the player an advantage in the sub-boss battle compared to having one support character set as a special effect character. In other words, when forming a party with the same special effect character, it is more advantageous for the player to own that special effect character themselves than to borrow that special effect character from another player.
[0127] On the support character selection screen, when a player operates (taps) a displayed support character, the operated support character is displayed in the selected ally character display area 47.
[0128] Furthermore, in battle games belonging to event battles, a limit may be placed on the number of support characters that can be selected (for example, 4 characters). In other words, in battle games belonging to event battles, players may be able to borrow up to 4 support characters. However, this is not limited to this, and the number of support characters that players can borrow may differ depending on the type of sub-boss or the main boss, as described later.
[0129] Once the party formation is complete and the battle start operation unit 49 is operated (tapped), the battle game begins. The basic parts of the battle game are the same as the main quest, so we will explain the differences from the main quest. Figure 10A is a diagram illustrating an example of a battle screen related to a sub-boss battle. As shown in Figure 10A, the advantage bonus display unit 64a and the defeat bonus display unit 64b are displayed on the left and right sides of the battle screen related to the sub-boss battle.
[0130] The advantage bonus display unit 64a displays a list of the types of advantage bonuses (first advantage conditions) that are granted in the sub-boss battle against the enemy character (sub-boss A) displayed on the event battle selection screen. When the advantage bonus display unit 64a is operated (tapped), the advantage bonus confirmation screen shown in Figure 7A is displayed on the display 26.
[0131] The defeat bonus display unit 64b displays a list of the types of defeat bonuses (second advantage conditions) awarded in the sub-boss battle against the enemy character (sub-boss A) displayed on the event battle selection screen. When the defeat bonus display unit 64b is operated (tapped), the defeat bonus confirmation screen shown in Figure 7B is displayed on the display 26.
[0132] In main quest battle games, players consume stamina to participate, whereas in sub-boss battles, players do not consume stamina but instead use challenge rights granted to them to participate.
[0133] Furthermore, there are two types of rewards for the sub-boss battle game: a reward for defeating one sub-boss when its battle HP reaches 0, and a reward for when the conditions for the sub-boss's elimination are met. The reward for defeating one sub-boss can only be obtained by the player who defeats one sub-boss. Players can obtain the reward for each sub-boss they defeat. However, even if another player defeats a sub-boss, that player will not receive the reward. The elimination reward is a common reward that can be obtained by all players who access the event battle screen during the event battle after the sub-boss has been eliminated.
[0134] Event battles include not only sub-boss battles where players fight sub-bosses, but also battle games where players fight the main boss (hereinafter also referred to as main boss battles). The main boss battle appears on the event battle screen when all sub-bosses are eliminated in the sub-boss battles or when a certain period of time has passed since the start of the event battle. In other words, players cannot fight the main boss until all sub-bosses are eliminated in the sub-boss battles or until a certain period of time has passed since the start of the event. If sub-bosses remain after a certain period of time has passed since the start of the event, an event will occur in which all remaining sub-bosses are forcibly eliminated, and after all sub-bosses have been eliminated, an event will occur in which the main boss appears.
[0135] Figure 10B illustrates an example of an event battle screen. Figure 10C illustrates an example of an event battle selection screen. Figure 11A illustrates an example of a party selection screen. Figure 11B illustrates an example of a support character selection screen.
[0136] Figure 10B shows the event battle screen after all sub-bosses have been eliminated in the sub-boss battle, or after a certain period of time has elapsed since the start of the event. The event battle screen displays one main boss, along with the remaining challenge rights display area 60a, the support settings operation section 60c, and the HP display bar 63d.
[0137] Unlike sub-boss battles, in main boss battles, players face the main boss individually. In other words, in main boss battles, it is not possible for all players to cooperate against the main boss. However, it may be possible for all players to cooperate against the main boss in main boss battles.
[0138] In this embodiment, when the main boss battle begins, each player is granted unlimited challenges against the main boss. Therefore, the remaining challenge rights display area 60a displays text indicating that the challenge rights are unlimited. Furthermore, because the challenge rights are unlimited, the challenge rights recovery time display area 60b, which was present in the sub-boss battle event battle screen shown in Figure 6A, is not displayed on the main boss battle event battle screen shown in Figure 10B.
[0139] The support settings operation unit 60c is displayed on the main boss battle event battle screen shown in Figure 10B, similar to the sub-boss battle event battle screen shown in Figure 6A. When the support settings operation unit 60c is operated (tapped), the support settings screen shown in Figure 6B is displayed.
[0140] In main boss battles, other players can borrow the support characters that a player has set in their support character setting area 61 when playing the "event battle" game. Similarly, a player can borrow the support characters that another player has set in their support character setting area 61.
[0141] As shown in Figure 10B, an HP display bar 63d is displayed below the main boss. In the main boss battle, each player can defeat the main boss by reducing its HP to 0. In other words, each player's victory condition is to reduce the main boss's HP (HP display bar 63d) to 0. In this embodiment, the main boss has one type of HP set, specifically, the initial value of the main boss's HP is set to 20 million. That is, in this embodiment, the main boss's HP is set to be lower than the sub-boss's raid HP and higher than the sub-boss's battle HP. However, the main boss's HP may also be set to be the same as the sub-boss's battle HP, or less than the sub-boss's battle HP. Furthermore, the main boss's HP may be set differently for each player. For example, the main boss's HP may be set higher for advanced players than for beginner players.
[0142] When the "Main Boss" is selected (tapped) on the event battle screen, the event battle selection screen shown in Figure 10C is displayed on the display 26. The event battle selection screen displays the enemy characters (main bosses) that appear in that battle game and the items (rewards) that can be obtained in that battle game. The event battle selection screen also displays the challenge operation section 46 for challenging that battle game and the cancel operation section 40.
[0143] When the cancel operation unit 40 is operated (tapped), the event battle screen shown in Figure 10B is displayed on the display 26, and the challenge to the selected "Main Boss" battle game is canceled.
[0144] In this embodiment, unlike sub-boss battles, the special effect characters described above are not set in main boss battles. Also, in main boss battles against the main boss, the superiority bonus and defeat bonus described above are not awarded. Therefore, as shown in Figure 10B, the superiority bonus icon 60e and defeat bonus icon 60f shown in Figure 6A of the sub-boss battle event battle screen are not displayed on the main boss battle event battle screen. Also, as shown in Figure 10C, the special effect character display section 63a, superiority bonus display section 63b, and defeat bonus display section 63c shown in Figure 9A of the sub-boss battle event battle selection screen are not displayed on the main boss battle event battle selection screen.
[0145] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Figure 11A is displayed on the display 26. The party selection screen displays all allied characters owned by the player, and below it, the selected allied character display area 47 is displayed, and above it, the support character selection operation unit 48 is displayed. In addition, the party selection screen displays the cancel operation unit 40 and the battle start operation unit 49.
[0146] On the party selection screen, when the player controls (taps) a displayed ally character, that character is displayed in the selected ally character display area 47, and the party is formed.
[0147] Furthermore, when the support character selection control unit 48 is operated (tapped) on the party selection screen, the support character selection screen shown in Figure 11B is displayed. The support character selection screen displays the support characters that other players have set in the support character setting area 61 for "Event Battle".
[0148] As mentioned above, unlike sub-boss battles, the special effect characters described above are not set in main boss battles. Therefore, as shown in Figure 11A, the party selection screen for main boss battles does not display the "Special Effect" notation that is attached to allied characters that are set as special effect characters in the party selection screen for sub-boss battles shown in Figure 9B. Similarly, as shown in Figure 11B, the support character selection screen for main boss battles does not display the "Special Effect" notation that is attached to allied characters that are set as special effect characters in the support character selection screen for sub-boss battles shown in Figure 9C.
[0149] On the support character selection screen, when a player operates (taps) a displayed support character, the operated support character is displayed in the selected ally character display area 47.
[0150] Furthermore, similar to sub-boss battles, a limit may be placed on the number of support characters that can be selected in main boss battles (for example, 4 characters).
[0151] Once party formation is complete and the battle start operation unit 49 is operated (tapped), the battle game begins. The basic parts of the battle game are the same as those of sub-boss battles and main quests, so their explanation will be omitted. In main boss battles, unlike sub-boss battles, there is no limit to the number of attempts and no need to consume stamina, so players can challenge the main boss battle as many times as they like until they meet the victory conditions. As mentioned above, in main boss battles against the main boss, the advantage bonus and defeat bonus are not awarded. Therefore, the battle game screen for main boss battles does not display the advantage bonus display unit 64a and the defeat bonus display unit 64b shown in Figure 10B of the sub-boss battle battle game screen.
[0152] Once the event battle period ends, the event battle control unit 32 shown in Figure 3A and the event battle control unit 44e shown in Figure 3C become invisible, and players will no longer be able to access the event battle screen. Therefore, players who were unable to log in to the game during the event battle period, or players who were unable to defeat the main boss during the event battle period, will lose the opportunity to challenge the main boss battle. However, after the event battle period ends, a separate event that can be challenged by a single player may be held. In that case, the HP (raid HP, battle HP) can be set lower than the values during the event battle period.
[0153] Next, we will describe the basic configuration and communication processes of player terminal 1 and server 100 for executing event battles. Here, we will explain basic communication processes for game progression, as well as an example of the main communication processes related to event battles; other processes will not be explained.
[0154] (Functional configuration of player terminal 1) Figure 12 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0155] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, a player information storage program 82, a support character setting program 83, a party formation program 84, and a display control program 85. Note that the programs listed in Figure 12 are just examples, and the terminal-side game control program includes many other programs.
[0156] The data storage area 12b includes a game information storage unit 90, a player information storage unit 91, a support character information storage unit 92, and a party formation information storage unit 93 as data storage units. Note that the above storage units are just examples, and the data storage area 12b is provided with many other storage units.
[0157] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then runs each program stored in the program storage area 12a, thereby causing the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, a player information storage unit 82a, a support character setting unit 83a, a party formation unit 84a, and a display control unit 85a.
[0158] Specifically, the CPU 10 runs the game execution control program 80, causing the computer to function as the game execution control unit 80a. Similarly, the CPU 10 runs the battle game execution program 81, the player information storage program 82, the support character setting program 83, the party formation program 84, and the display control program 85, causing them to function as the battle game execution unit 81a, the player information storage unit 82a, the support character setting unit 83a, the party formation unit 84a, and the display control unit 85a, respectively.
[0159] The game execution control unit 80a controls the overall progress of the game. For example, when logging into the game, the game execution control unit 80a sends login information to the server 100. The game execution control unit 80a also retrieves event information from the server 100 and stores it in the game information storage unit 90. The event information includes information such as the raid HP and battle HP of each sub-boss in the event battle, advantage bonus information including whether or not an advantage bonus is granted and the type of advantage bonus granted, defeat bonus information including whether or not a defeat bonus is granted and the type of defeat bonus granted, and the type of special effect character.
[0160] The battle game execution unit 81a is responsible for controlling the execution of the battle game. For example, based on the operations input to the player terminal 1, the battle game execution unit 81a updates the battle screen, controls the movements of allied and enemy characters, and derives damage points.
[0161] Specifically, the battle game execution unit 81a allows the player to select one of several opponents (sub-bosses) in an event battle, including opponents (sub-bosses) that meet at least one or more first conditions, and opponents (sub-bosses) that meet at least one or more second conditions. Sub-bosses whose raid HP has reached 0 cannot be selected. The battle game execution unit 81a then executes the battle game against the opponent (sub-boss or main boss) selected by the player.
[0162] Furthermore, if a superiority bonus or defeat bonus is awarded in a sub-boss battle against an opponent sub-boss, the battle game execution unit 81a derives damage points based on the awarded superiority bonus or defeat bonus. In this case, if both a superiority bonus and a defeat bonus are awarded in a sub-boss battle against one sub-boss, the battle game execution unit 81a derives damage points based on both the superiority bonus and the defeat bonus.
[0163] The player information storage unit 82a stores player information obtained from the server 100 in the player information storage unit 91. Furthermore, if player information is changed in response to player actions, the player information storage unit 82a stores the changed player information in the player information storage unit 91 and also transmits the changed player information to the server 100. Here, player information includes player ID, ally character ID, support character ID, etc. This allows the server 100 to determine, based on each player's player information, whether or not each player meets the participation requirements for an event battle (main boss battle).
[0164] The support character setting unit 83a sets the player's support character based on the player's input operation to the support character setting area 61. The support character setting unit 83a also stores information about the set support character (support character information: support character ID) in the support character information storage unit 92 and transmits it to the server 100.
[0165] The party formation unit 84a forms a party based on the player's input on the party selection screen. The party formation unit 84a also stores information about the formed party (party formation information: ally character IDs and support character IDs) in the party formation information storage unit 93 and transmits it to the server 100.
[0166] The display control unit 85a generates a screen to be displayed on the display 26 and displays the generated screen on the display 26. For example, as shown in Figures 6A, 9A, and 10A, the display control unit 85a displays a list of the advantage bonus (first advantage condition) and defeat bonus (second advantage condition) awarded in a sub-boss battle against an opponent in a way that is recognizable to the player.
[0167] (Functional configuration of Server 100) Figure 13 illustrates the configuration of the memory 112 in the server 100 and its function as a computer. The memory 112 is provided with a program storage area 112a and a data storage area 112b. When the game starts, the CPU 110 stores the server-side game control program (module) in the program storage area 112a.
[0168] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a player information storage program 182, a support character information storage program 183, a party formation information storage program 184, a reward granting program 185, a superiority bonus granting program 186, a defeat bonus granting program 187, and a special effect character setting program 188. Note that the programs listed in Figure 13 are just examples, and the server-side game control program includes many other programs.
[0169] The data storage area 112b includes a game information storage unit 190, a player information storage unit 191, a support character information storage unit 192, and a party formation information storage unit 193, which are used to store data. Note that the above-mentioned storage units are just examples, and the data storage area 112b is equipped with many other storage units.
[0170] The CPU 110 operates each program stored in the program storage area 112a and updates the data in each storage unit of the data storage area 112b. The CPU 110 then operates each program stored in the program storage area 112a, thereby enabling the server 100 to function as the server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, a player information storage unit 182a, a support character information storage unit 183a, a party formation information storage unit 184a, a reward granting unit 185a, a superiority bonus granting unit 186a, a defeat bonus granting unit 187a, and a special effect character setting unit 188a.
[0171] Specifically, the CPU 110 runs the game execution control program 180, causing the computer to function as the game execution control unit 180a. Similarly, the CPU 110 runs the battle game execution program 181, the player information storage program 182, the support character information storage program 183, the party formation information storage program 184, the reward granting program 185, the advantage bonus granting program 186, the defeat bonus granting program 187, and the special effect character setting program 188, causing them to function as the battle game execution unit 181a, the player information storage unit 182a, the support character information storage unit 183a, the party formation information storage unit 184a, the reward granting unit 185a, the advantage bonus granting unit 186a, the defeat bonus granting unit 187a, and the special effect character setting unit 188a, respectively.
[0172] The game execution control unit 180a controls the overall progress of the game. For example, when the game execution control unit 180a receives login information from the player terminal 1, it sets the event information stored in the game information storage unit 190, the player information stored in the player information storage unit 191, the support character information stored in the support character information storage unit 192, and the party formation information stored in the party formation information storage unit 193 so that the player terminal 1 can acquire them.
[0173] The battle game execution unit 181a manages the battle HP and raid HP of each sub-boss during the event battle period. Specifically, the battle game execution unit 181a subtracts the battle HP and raid HP of each sub-boss based on the results of the sub-boss battles performed by each player participating in the event battle against sub-boss A, sub-boss B, sub-boss C, and sub-boss D. The battle game execution unit 181a then keeps each sub-boss alive if its raid HP has not reached 0, and eliminates each sub-boss if its raid HP reaches 0. In addition, the battle game execution unit 181a keeps each sub-boss alive if its battle HP has not reached 0, and eliminates each sub-boss if its battle HP reaches 0.
[0174] When the player information storage unit 182a receives player information (for example, game result information) from the player terminal 1, it stores the received player information in the player information storage unit 191.
[0175] When the support character information storage unit 183a receives support character information from the player terminal 1, it stores the received support character information in the support character information storage unit 192. At this time, the support character information storage unit 183a stores the player ID and the support character ID in association. The support character information includes information about the type of support character (support character ID) and status information about the support character's status (such as information about the support character's level, equipment, HP, attack power, and defense power).
[0176] When the party formation information storage unit 184a receives party formation information from the player terminal 1, it stores the received party formation information in the party formation information storage unit 193.
[0177] The reward distribution unit 185a distributes rewards to players. The reward distribution unit 185a distributes items corresponding to the battle game that a player has cleared. More specifically, the reward distribution unit 185a adds the items to be distributed to the player information corresponding to the player ID of the player who cleared the battle game, and stores it in the player information storage unit 191.
[0178] The advantage bonus granting unit 186a refers to the bonus granting condition setting table shown in Figure 8 and updates the advantage bonus information for the sub-boss whose first condition has been met. That is, when the opponent's parameters (raid HP) reach a predetermined value, the advantage bonus granting unit 186a determines that the first condition has been met and grants the first advantage condition (advantage bonus) for a predetermined period of time.
[0179] The defeat bonus granting unit 187a refers to the bonus granting condition setting table shown in Figure 8 and updates the defeat bonus information for surviving sub-bosses (those with raid HP greater than 0) other than the sub-boss whose second condition has been met. In other words, when the second condition is met in a battle game, the defeat bonus granting unit 187a grants a second advantageous condition to the player to all opponents except the one whose second condition has been met. In other words, when an opponent's parameter (raid HP) reaches a specific value, the defeat bonus granting unit 187a considers the second condition to have been met and grants the second advantageous condition (defeat bonus). The defeat bonus granting unit 187a also sets the event information stored in the game information storage unit 190 so that it can be acquired by the player terminal 1.
[0180] The special effect character setting unit 188a sets special effect characters for each sub-boss.
[0181] (Communication processing between player terminal 1 and server 100) Figure 14 is a sequence diagram illustrating the basic processing of player terminal 1 and server 100. In the following explanation, processing in player terminal 1 is denoted as Pn (where n is any integer), and processing in server 100 is denoted as Sn (where n is any integer).
[0182] When a player starts a game application on player terminal 1 (P1), the game execution control unit 80a sends login information to server 100. When the game execution control unit 180a of server 100 receives the login information, it identifies the player ID associated with the login information and performs the login process (S1). Here, the game execution control unit 180a sets the player information corresponding to the identified player ID so that player terminal 1 can download it from player information storage unit 191.
[0183] Furthermore, during the event battle period, when the player operates the event battle operation unit 32 or the event battle operation unit 44e, the game execution control unit 80a of the player terminal 1 transmits operation information to the server 100 (P2).
[0184] When the game execution control unit 180a of server 100 receives operation information, it sets the event information stored in the game information storage unit 190 so that it can be acquired by the player terminal 1 (S2).
[0185] When the game execution control unit 80a and display control unit 85a of the player terminal 1 acquire event information, they execute a process (event battle screen processing) to display an event battle screen (Figure 6A or Figure 10B) on the display 26 based on the acquired event information (P3).
[0186] Furthermore, when the player operates the support setting operation unit 60c on the event battle screen, the game execution control unit 80a and the display control unit 85a of the player terminal 1 execute a process (support setting screen processing) to display the support character setting area 61 on the display 26 (P3).
[0187] When a support character is set in the support character setting area 61 by the player terminal 1, the support character setting unit 83a of the player terminal 1 saves the set support character information (support character ID) to the support character information storage unit 92 and also sends it to the server 100 (P4). When the support character information storage unit 183a of the server 100 receives the support character information from the player terminal 1, it performs a process (support character information storage process) to save the received support character information in the support character information storage unit 192 in association with the player ID (S3).
[0188] When the player initiates a battle game (operation of the challenge operation unit 46), the battle game execution unit 81a and display control unit 85a of the player terminal 1 send start information to the server 100 (P5) and display the party selection screen on the display 26. This start information includes player information and battle information. Here, the battle information includes information about the type of battle game selected by the player and enemy character IDs. When displaying the party selection screen on the display 26, the display control unit 85a of the player terminal 1 displays "Special Effect" for allied characters that are set as special effect characters based on event information.
[0189] The party formation unit 84a of the player terminal 1 performs a process (party formation screen processing) to add the ally character to the party when the player operates on the party selection screen or the support character selection screen (P6). In the party formation screen processing (P6), the display control unit 85a of the player terminal 1 displays the support character selection screen on the display 26 when the player operates on the support character selection operation unit 48 on the party selection screen, and displays the party selection screen on the display 26 when the player operates on the support character selection operation unit 48 on the support character selection screen. Furthermore, when the display control unit 85a of the player terminal 1 displays the party selection screen on the display 26, it displays "Special Effect" for support characters that are set as special effect characters based on event information.
[0190] In the party formation screen processing (P6), when party formation is completed and the battle start operation unit 49 is operated, the party formation unit 84a saves the party formation information to the party formation information storage unit 93 and also transmits it to the server 100.
[0191] When the server 100 receives party formation information from player terminal 1, the battle game start process (S5) is executed. In the battle game start process (S5), the party formation information storage unit 184a of the server 100 stores the party formation information received from player terminal 1 in the party formation information storage unit 193.
[0192] Furthermore, during the battle game start process (S5), the battle game execution unit 181a of the server 100 sets the battle game start information and event information necessary to start the battle game so that the player terminal 1 can acquire them.
[0193] Then, when the battle game execution unit 81a of the player terminal 1 obtains battle game start information, it performs battle game start processing to start the battle game (P7). Here, for example, it allocates memory 12 for advancing the battle game and reads a predetermined program from the storage unit 18 into memory 12. In addition, the game execution control unit 80a stores event information obtained from the server 100 in the game information storage unit 90.
[0194] Subsequently, the battle game execution unit 81a of the player terminal 1 performs battle game control processing to control the battle game (P8). Figure 15 is a flowchart illustrating an example of the battle game control processing in the player terminal 1. In this battle game control processing, an update process to update various information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited; for example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16ms to 33ms.
[0195] The battle game execution unit 81a of player terminal 1 retrieves event information stored in the game information storage unit 90 (P8-1) and party formation information stored in the party formation information storage unit 93 (P8-2).
[0196] The battle game execution unit 81a of the player terminal 1 performs battle game calculation processing (P8-3) according to a predetermined algorithm, based on information such as the type of special effect character, advantage bonus information, and defeat bonus information included in the event information acquired in step P8-1, and the party formation information acquired in step P8-2, causing enemy and ally characters to perform movement and attack actions, and calculating damage when an ally character attacks an enemy character and when an enemy character attacks an ally character. In other words, in the battle game calculation processing as well, in a battle game against an opponent where the first condition is met, a first advantageous condition is granted to the player, and in a battle game against an opponent other than one where the second condition is met, a second advantageous condition is granted to the player.
[0197] Specifically, for example, when calculating damage, various parameters (fixed values and values corresponding to characters and sub-bosses) set for each type of advantage bonus and defeat bonus are added together or multiplied to derive a damage calculation result that is advantageous to the player. Alternatively, for example, enemy characters for advantage bonuses (hereinafter referred to as the first stealth character) and enemy characters for defeat bonuses (hereinafter referred to as the second stealth character) may be placed in a state that is indistinguishable from the player and not an opponent in battle, that is, as in-game objects for setting bonuses. In this case, the placed first stealth character should be given a skill corresponding to the advantage bonus information related to the opponent's sub-boss, and the placed second stealth character should be given a skill corresponding to the defeat bonus information related to the opponent's sub-boss.
[0198] Based on the processing in step P8-3, the display control unit 85a of the player terminal 1 executes a drawing process to draw the battle screen on the display 26 (P8-4).
[0199] Then, the battle game execution unit 81a of the player terminal 1 determines whether or not the battle game termination conditions have been met (P8-5). As a result, if the battle game termination conditions have been met, the process moves to step P8-6; if the battle game termination conditions have not been met, the battle game control process ends.
[0200] When the battle game termination conditions are met, the battle game execution unit 81a of player terminal 1 generates game result information and terminates the battle game control process (P8-6).
[0201] Returning to Figure 14, the battle game execution unit 81a of the player terminal 1 performs battle game termination processing, in which the game result information generated in step P8-6 above is sent to the server 100, and the result screen is displayed on the display 26 (P9).
[0202] When the battle game execution unit 181a of server 100 receives game result information, it executes an event information update process to update the event information (S6). Specifically, it updates the raid HP of the opponent's sub-boss based on the received game result information. In addition, the reward distribution unit 185a distributes items based on the game result information.
[0203] Next, the advantage bonus granting unit 186a of server 100 executes the advantage bonus granting process based on the received game result information. Figure 16 is a flowchart illustrating an example of the advantage bonus granting process in server 100. The advantage bonus granting unit 186a of server 100 sets the sub-boss to be processed based on the received game result information (S7-1).
[0204] The server 100's superior bonus granting unit 186a refers to the bonus granting condition setting table shown in Figure 8 for the sub-boss to be processed, which was set in step S7-1, and determines whether the first condition has been newly met (S7-2). If the first condition has been newly met, the process moves to step S7-3; if the first condition has not been newly met, the superior bonus granting process ends.
[0205] The advantage bonus granting unit 186a of server 100 updates the advantage bonus information for sub-bosses whose first condition is met, based on the bonus granting condition setting table shown in Figure 8 (S7-3), and then terminates the advantage bonus granting process.
[0206] Returning to Figure 14, the defeat bonus granting unit 187a of server 100 then executes the defeat bonus granting process based on the received game result information. Figure 17 is a flowchart illustrating an example of the defeat bonus granting process in server 100. The defeat bonus granting unit 187a of server 100 sets the target sub-boss based on the received game result information (S8-1).
[0207] The defeat bonus granting unit 187a of server 100 determines whether the second condition has been newly met for the sub-boss to be processed, as set in step S8-1, by referring to the bonus granting condition setting table shown in Figure 8 (S8-2). If the second condition has been newly met, the process moves to step S8-3; if the first condition has not been newly met, the process moves to step S8-4.
[0208] The defeat bonus granting unit 187a of server 100 updates the defeat bonus information for surviving sub-bosses (those with raid HP greater than 0) other than the sub-bosses whose second condition has been met, based on the bonus granting condition setting table shown in Figure 8 (S8-3).
[0209] The defeat bonus granting unit 187a of server 100 sets the event information stored in the game information storage unit 190 so that it can be acquired by player terminal 1, and then terminates the defeat bonus granting process.
[0210] As described above, the player terminal 1 is equipped with a game execution control program 80, a battle game execution program 81, a player information storage program 82, a support character setting program 83, a party formation program 84, and a display control program 85. The player terminal 1 also functions as a game execution control unit 80a, a battle game execution unit 81a, a player information storage unit 82a, a support character setting unit 83a, a party formation unit 84a, and a display control unit 85a. However, some or all of these programs and functions may be provided on the server 100. In other words, these programs and functions may be provided on either the player terminal 1 or the server 100, or on both.
[0211] Furthermore, the server 100 is equipped with a game execution control program 180, a battle game execution program 181, a player information storage program 182, a support character information storage program 183, a party formation information storage program 184, a reward granting program 185, a superiority bonus granting program 186, a defeat bonus granting program 187, and a special effect character setting program 188. The server 100 also functions as a game execution control unit 180a, a battle game execution unit 181a, a player information storage unit 182a, a support character information storage unit 183a, a party formation information storage unit 184a, a reward granting unit 185a, a superiority bonus granting unit 186a, a defeat bonus granting unit 187a, and a special effect character setting unit 188a. However, some or all of these programs and functions may be provided on the player terminal 1. In other words, these programs and functions may be provided on either the player terminal 1 or the server 100, or both.
[0212] Furthermore, while the above embodiment describes a case where all players stored on server 100 cooperate to fight a powerful enemy character (a sub-boss in this embodiment) in an event battle, the embodiment is not limited to this, and event battles may be conducted individually for each player.
[0213] In the above embodiment, an example was described in which the player must include at least one ally character owned by the player in the party formation for an event battle. However, the player is not limited to this, and may also form an event battle party with all ally characters being support characters.
[0214] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0215] In the above embodiment, the division of processing between the player terminal 1 and the server 100 is merely an example. For example, each of the above-described processes only needs to be executed on at least one of the player terminal 1 and the server 100, and the timing of their execution and the device on which they are executed are not particularly limited.
[0216] Furthermore, the processing of the player terminal 1 and server 100 in the above embodiment is merely an example. It goes without saying that the processing in the player terminal 1 and server 100 can be appropriately designed without departing from the objectives of the present invention.
[0217] For example, the processing of the advantage bonus (first advantage condition) or defeat bonus (second advantage condition) on server 100 may be as follows: First, a subtraction process (parameter update process) is performed on the raid HP of each sub-boss based on the game result information received from each player's player terminal 1. Then, based on the raid HP of each sub-boss after the subtraction process, it is determined whether or not an advantage bonus (first advantage condition) or defeat bonus (second advantage condition) has occurred. If an advantage bonus (first advantage condition) or defeat bonus (second advantage condition) has occurred, the ID of the sub-boss to which the advantage bonus (first advantage condition) or defeat bonus (second advantage condition) was generated, the ID of the advantage bonus (first advantage condition) or defeat bonus (second advantage condition) that occurred, and the time when the advantage bonus (first advantage condition) or defeat bonus (second advantage condition) occurred are stored as event information. Furthermore, when transitioning to the event battle screen, player terminal 1 may obtain from server 100 a list of times when a superiority bonus (first advantage condition) occurred for each sub-boss, a list of IDs of the obtained superiority bonuses, and a list of IDs of sub-bosses whose elimination conditions were met, and then display the event battle screen based on the information obtained.
[0218] Furthermore, at the start of each sub-boss battle, similar to when transitioning to the event battle screen, player terminal 1 may obtain from server 100 a list of the times when a superiority bonus (first advantage condition) occurred for each sub-boss, a list of the IDs of the superiority bonuses that occurred, and a list of the IDs of sub-bosses whose elimination conditions have been met.
[0219] Furthermore, in player terminal 1, the type of advantage bonus (first advantage condition) and the type of defeat bonus (second advantage condition) may be pre-stored in association with each other, so that the type of advantage bonus and the ID of the advantage bonus, and the type of defeat bonus and the ID of the sub-boss can be identified by obtaining the ID of the advantage bonus acquired and the ID of the sub-boss whose elimination condition has been met.
[0220] Alternatively, for example, an update control section labeled "Update" may be provided on the event battle screen. In this case, when the update control section is operated (tapped), the same process as when transitioning to the event battle screen (communication between player terminal 1 and server 100) may be performed, and information regarding each bonus and raid HP may be updated.
[0221] Furthermore, in the above embodiment, if the number of advantage bonuses granted in a sub-boss battle with sub-boss 1 exceeds the upper limit, the advantage bonus related to the newly established first condition will not be granted (invalidated) in the sub-boss battle with that sub-boss. For example, in this process, player terminal 1 may receive the occurrence times of all advantage bonuses (first advantage conditions) that have occurred, regardless of whether they are valid or invalid, from server 100, and perform a determination (judgment) on whether each advantage bonus (first advantage condition) is valid or invalid. Specifically, first, player terminal 1 may determine whether each advantage bonus (first advantage condition) was valid at the time of occurrence by reproducing the occurrence state of each advantage bonus (first advantage condition) at the time of occurrence, and narrow down the advantage bonuses (first advantage conditions) that were valid at the time of occurrence. Then, after the above narrowing down, a two-stage calculation may be performed in which the player terminal 1 determines which advantage bonuses (first advantage conditions) are valid or invalid at the current time by comparing them with the current time. By doing this, it becomes unnecessary for server 100 to perform the determination (judgment) of whether the advantage bonus (first advantage condition) is valid or invalid at the time it occurs, thus reducing the computational and implementation load on server 100.
[0222] Alternatively, instead of the time-related information mentioned above, you may use the time elapsed since the start of the event battle period, or the time remaining until the end of the event battle period.
[0223] Furthermore, the information processing program for executing the processing in the above embodiment may be stored in a computer-readable non-temporary storage medium and provided as such. It may also be provided as a player terminal or information processing system including this storage medium. Moreover, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0224] 1 Player terminal 100 servers S Information Processing System
Claims
1. A process that allows the user to select one of several opponents, including opponents who meet certain conditions, The process involves playing a game against an opponent selected by a player, where parameters shared among multiple players are set, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. For each opponent to whom the aforementioned advantageous conditions are granted, the process of displaying a list of the advantageous conditions granted in the match against that opponent in a way that is identifiable to the player before the match begins, Have the computer perform this task. The aforementioned plurality of opponents include the plurality of opponents for whom the predetermined conditions are set, Depending on the type of opponent for whom the predetermined conditions are set, different advantageous conditions are associated with each other. An information processing program that, in the process of granting the aforementioned advantageous conditions, grants the aforementioned advantageous conditions associated with the type of opponent whose predetermined conditions are met.
2. In the process of granting the aforementioned advantageous conditions, when the opponent's parameters reach a specific value, the predetermined conditions are deemed to be met, and the advantageous conditions are granted. In the process that allows selection of an opponent, if the parameter reaches the specified value, the opponent cannot be selected. The information processing program according to claim 1.
3. In the aforementioned game against the aforementioned opponent, multiple of the aforementioned advantageous conditions may be granted in overlapping manner. The information processing program according to claim 1 or 2.
4. An information processing method performed by one or more computers, A process that allows the user to select one of several opponents, including opponents who meet certain conditions, The process involves playing a game against an opponent selected by a player, where parameters shared among multiple players are set, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. For each opponent to whom the aforementioned advantageous conditions are granted, the process of displaying a list of the advantageous conditions granted in the match against that opponent in a way that is identifiable to the player before the match begins, Including, The aforementioned plurality of opponents include the plurality of opponents for whom the predetermined conditions are set, Depending on the type of opponent for whom the predetermined conditions are set, different advantageous conditions are associated with each other. An information processing method for assigning the aforementioned advantageous conditions, wherein the process for assigning the aforementioned advantageous conditions is associated with the type of opponent whose predetermined conditions are met.
5. An information processing system comprising one or more computers, The aforementioned computer, A process that allows the user to select one of several opponents, including opponents who meet certain conditions, The process involves playing a game against an opponent selected by a player, where parameters shared among multiple players are set, and changing the parameters of the opponent. When the predetermined conditions are met in the aforementioned competitive game, a process is performed to grant a favorable condition to the player, which is common to multiple players, in the competitive game against opponents other than the opponent who met the predetermined conditions. For each opponent to whom the aforementioned advantageous conditions are granted, the process of displaying a list of the advantageous conditions granted in the match against that opponent in a way that is identifiable to the player before the match begins, To carry out, The aforementioned plurality of opponents include the plurality of opponents for whom the predetermined conditions are set, Depending on the type of opponent for whom the predetermined conditions are set, different advantageous conditions are associated with each other. An information processing system that, in the process of granting the aforementioned advantageous conditions, grants the aforementioned advantageous conditions associated with the type of opponent whose predetermined conditions are met.