Game system, computer program used therein, and control method
The game system adjusts judgment values based on character attacks and includes exclusion/restriction mechanisms to stabilize the number of attack elements, addressing strategic complexity and ensuring fair gameplay in MOBA-style action games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- 株式会社コナミアーケードゲームス
- Filing Date
- 2022-07-01
- Publication Date
- 2026-06-23
AI Technical Summary
In MOBA-style action games, the discrepancy between the number of attack elements that can reduce the team gauge and the actual state of the team gauge after base destruction leads to strategic complexity, potentially disadvantaging players, especially beginners.
A game system that adjusts the judgment value based on character attacks while allowing recovery towards a target value, with exclusion and restriction mechanisms for specific attack elements under certain conditions.
This system stabilizes the number of attack elements and their impact on the judgment value, reducing strategic complexity and ensuring fair gameplay by maintaining a consistent game state.
Smart Images

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Figure 0007878694000002 
Figure 0007878694000003
Abstract
Description
Technical Field
[0001] The present invention relates to a game system or the like that provides a game in which, through a game screen of a display device that displays a game screen including a character that operates in accordance with a user instruction input via an input device and a plurality of attack elements for changing a determination value for determining a play result, the determination value is changed toward a target value in response to an attack on each attack element of the character, while being restored in a direction away from the target value when a predetermined recovery condition is satisfied.
Background Art
[0002] There is a game system that provides a game in which, through a game screen of a display device that displays a game screen including a character that operates in accordance with a user instruction input via an input device and a plurality of attack elements for changing a determination value for determining a play result, the determination value is changed toward a target value in response to an attack on each attack element of the character. For example, as a plurality of attack elements, there is a known game in which an object fixedly arranged in a field such as a castle or a base, or an enemy cast (character) is used, and a team gauge is decreased through an attack on them (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The game described in Non-Patent Document 1 is structured as an action game in the genre known as MOBA (Multiplayer Online Battle Arena). In this game, bases can be destroyed by attacks from other characters. Once a base is destroyed, it can no longer be attacked. As a result, the number of attack elements that can reduce the team gauge decreases as a result of destroying bases. On the other hand, in similar MOBA-style action games, it is sometimes possible to restore the reduced team gauge. In such cases, if restoration is performed after a base is destroyed, the team gauge may be restored to its state at the start of the game, but the number of attack elements that can reduce the team gauge may be less than at the start of the game. In this case, a discrepancy arises between the number of attack elements that can reduce the team gauge and the state of the team gauge compared to the start of the game. Due to this discrepancy, it may become a disadvantageous situation despite having destroyed a base. In this case, strategic thinking is required regarding the timing of base destruction, etc. However, such strategic thinking can lead to increased complexity in the game, which may become a barrier to play for beginners. Similar discrepancies can occur in any game, regardless of its format (MOBA), as long as there are attack elements that change hit detection values and elements that restore those values.
[0005] Therefore, the present invention aims to provide a game system, etc., that can suppress the discrepancy that may occur between the number of attack elements for changing the judgment value and the state of the judgment value. [Means for solving the problem]
[0006] The present invention provides a game in which, through a game screen of a display device that displays a game screen including a character that operates in accordance with user instructions input via an input device and a plurality of attack elements for changing a judgment value for determining the result of play, the judgment value is changed toward a target value in accordance with the character's attacks on each of the attack elements, while recovering toward the target value when predetermined recovery conditions are met, the system further comprises: an exclusion means for excluding a specific attack element from the targets for changing the judgment value when an attack on that specific attack element among the plurality of attack elements satisfies predetermined conditions; and a restriction setting means for imposing a restriction on the recovery of the judgment value when the specific attack element is excluded from the targets for changing the judgment value.
[0007] On the other hand, the computer program of the present invention is configured to cause the computer connected to the input device and the output device to function as each of the means of the game system described above.
[0008] Furthermore, the control method of the present invention causes a computer incorporated into a game system that provides a game in which the judgment value is changed toward a target value in accordance with attacks on each of the attack elements of the character, while recovering toward the target value when predetermined recovery conditions are met, through the game screen of a display device that displays a game screen including a character that operates in accordance with user instructions input via an input device and a plurality of attack elements for changing a judgment value for determining the result of play, and the judgment value is recovered toward the target value when predetermined recovery conditions are met, to execute an exclusion procedure in which a specific attack element is excluded from the targets for changing the judgment value when an attack on a specific attack element among the plurality of attack elements meets predetermined conditions, and a restriction setting procedure in which a restriction is placed on the recovery of the judgment value when the specific attack element is excluded from the targets for changing the judgment value. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram showing the schematic configuration of a game system according to one embodiment of the present invention. [Figure 2] A perspective view showing the exterior of a game console. [Figure 3] A functional block diagram showing the essential components of the game system's control system. [Figure 4] An explanatory diagram to describe the overview of the competitive game. [Figure 5] A schematic diagram illustrating an example of a battle screen. [Figure 6] An explanatory diagram illustrating the factors that change the judgment value. [Figure 7] An explanatory diagram illustrating the limitations placed on the recovery of the judgment value. [Figure 8] A flowchart showing an example of the procedure for object deletion. [Modes for carrying out the invention]
[0010] (Overall structure) The following describes an example of a game system according to one embodiment of the present invention. First, the overall configuration of the game system according to one embodiment of the present invention will be described with reference to Figure 1. The game system 1 includes a central server 2 and a plurality of game machines 3 as client devices that can be connected to the central server 2 via a predetermined network 5. The central server 2 is configured as a single logical server device by combining a plurality of server units 2A, 2B, etc., which are computer devices. However, the central server 2 may be configured by a single server unit. Alternatively, the central server 2 may be logically configured using cloud computing.
[0011] Game machine 3 is an example of a game device that provides games. Game machine 3 may include various game devices (computer devices), and for example, if the user terminal device 4 described later provides the game, it may also include such a user terminal device 4, but in the example in Figure 1, it is configured as a commercial (business) game machine. A commercial game machine is a game device that allows users to play games within a range corresponding to the payment of a predetermined play fee. This type of game machine 3 is sometimes called an arcade game machine. Game machine 3 can be installed in any suitable location, but in the example in Figure 1, it is installed in a suitable facility 6 such as a store, primarily for the purpose of generating revenue by having a large number of users play the game repeatedly.
[0012] Game console 3 includes a character that operates according to user instructions and multiple attack elements that change a judgment value for determining the outcome of the game. The judgment value changes toward a target value in accordance with the character's attacks on each attack element, while recovering away from the target value when predetermined recovery conditions are met. Such a game may be offered as a role-playing game or a simulation game, but as an example, it is offered as an action game. Details of the game will be described later.
[0013] A user terminal device 4 may be connected to the game system 1 via a network 5. The user terminal device 4 is a computer device that is network-connected and intended for the user's personal use. Various computer devices may be used as the user terminal device 4, such as portable game consoles and portable tablet devices, but in the example in Figure 1, a stationary or book-type personal computer 4a or a mobile terminal device 4b such as a mobile phone (including a smartphone) is used. By implementing various computer software, these user terminal devices 4 can allow users to enjoy various services provided by the center server 2.
[0014] Network 5 may be configured as appropriate, as long as it allows the game console 3 and user terminal devices 4 to be connected to the central server 2. For example, network 5 is configured to implement network communication using the TCP / IP protocol. Typically, it is constructed by connecting the Internet 5A, which serves as a WAN, to LANs 5B and 5C, which connect the central server 2 and game console 3 to the Internet 5A, via a router 5D. The user terminal devices 4 are also connected to the Internet 5A via an access point or the like in an appropriate configuration. A local server may be installed between the game console 3 and the router 5D of facility 6, and the game console 3 may be connected to the central server 2 via this local server so that it can communicate. The server units 2A, 2B, etc. of the central server 2 may also be interconnected via WAN 5A instead of, or in addition to, LAN 5C.
[0015] The central server 2 provides various game console services related to action games to the game console 3 or its users. These game console services may include various services related to action games, but one example is a distribution service that distributes and updates programs or data via the network 5. The central server 2 distributes various programs or data necessary for providing action games to each game console 3 as appropriate through such distribution services. Furthermore, if the action game is a competitive game where players compete against other users, the game console services include a matching service that matches players with opponents. The game console 3 may be configured to provide games to multiple users (e.g., opponents) simultaneously, but one example is that it is configured to provide games to one user at a time. Therefore, through the matching service, users of other game consoles 3 are matched as opponents.
[0016] In addition, the game console service may include, for example, other services such as an authentication service that receives the user's identification information from the game console 3 and authenticates the user, a service that receives and stores data such as the usage history of the authenticated user from the game console 3, or a service that provides data to be stored to the game console 3. Furthermore, the game console service may include a charging service that collects fees from users.
[0017] Similarly, the center server 2 provides various Web services to the users of the user terminal device 4 via the network 5. The Web service may appropriately include various services. For example, it includes an information service that provides various information related to the games provided by the game console 3. In addition, the Web service may include, for example, other services such as a distribution service that distributes various data or software to each user terminal device 4 (including updates of data, etc.), a community service that provides a place for communication such as information transmission, exchange, and sharing by users, and a service that assigns a user ID for identifying each user.
[0018] (Appearance of the game console) Next, referring to FIG. 2, the appearance of the game console 3 will be described. FIG. 2 is a perspective view showing the appearance of the game console 3. As shown in FIG. 2, the game console 3 has a housing 10. On the front of the housing 10 (the side where the user is located during play), a main monitor 12, which is an example of a display device, is arranged. The main monitor 12 is arranged to face the user during game play and displays various game screens during play. The main monitor 12 can be arranged in an appropriate orientation. In the example of FIG. 2, it is arranged vertically with its long side extending in the vertical direction. On the left and right of the main monitor 12, two speakers SP are provided so as to sandwich the main monitor 12.
[0019] In front of the main monitor 12, a control panel 14 is provided so as to be located between the user and the main monitor 12. Various input devices can be appropriately provided in the game machine 3 according to the play actions required in the game. In the example of FIG. 2, the control panel 14 functions as such an input device. The control panel 14 is provided with a stick 15, push buttons 16, and a touch panel 17.
[0020] The stick 15 is an operation member for performing direction operations indicating various directions. The push button 16 is an operation member for performing a pushing operation. The touch panel 17 is an operation member realized by a combination of a display device and a touch sensor. The display device displays areas corresponding to various instructions, and the touch sensor is arranged so as to cover the display surface of the display device. The touch sensor is a well-known detection device that outputs a signal according to the position of the user's touch operation. And the touch panel 17 is configured to output a signal according to the touch operation on each area (each instruction) by these. Various operation members corresponding to the play actions may be appropriately provided on the control panel 14. In the example of FIG. 2, these stick 15, push buttons 16, and touch panel 17 are provided as operation members.
[0021] The stick 15, push buttons 16, and touch panel 17 may be arranged in an appropriate layout. In the example of FIG. 2, the push buttons 16 are arranged above and the stick 15 is arranged below so as to sandwich the central touch panel 17. More specifically, during play, while operating the stick 15 with the left hand, the stick 15 is arranged below the left side of the touch panel 17 and the push buttons 16 are arranged near the center above the touch panel 17 so as to prompt the operation on the touch panel 17 or the push buttons 16 with the right hand. Note that the game machine 3 may be provided with various accessory devices such as a card reader for authenticating the user (for example, acquiring the ID information recorded on an ID card, which may be used for appropriately collecting a value such as electronic money) and a coin selector for collecting the play fee, but the illustration is omitted.
[0022] (Key components of the control system) Next, with reference to Figure 3, the main components of the control system of game system 1 will be explained. First, the center server 2 is equipped with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that performs various calculation processes and operation controls according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation.
[0023] The storage unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data within a single storage unit, or it may be configured to distribute and store data across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user.
[0024] Furthermore, the memory unit 22 stores server data SD necessary for providing services for game machines, etc. Such server data SD may contain various types of data as appropriate, but in the example in Figure 3, character data CD and attack power data AD are shown. Character data CD is data for managing each character included in the action game. Each character is defined by various parameters. These parameters may include various elements such as attack power and skills as appropriate. In character data CD, for example, the contents of these parameters are described for each character. Attack power data AD is data for managing the effect (attack power) that attack options have on the judgment value for each attack element. Various attack options may be provided in the game, and they may change the judgment value as appropriate, but as an example, each attack option and its effect (the amount of change that alters the judgment value) are managed by attack power data AD.
[0025] Furthermore, server data may include various other data necessary to implement various services. For example, such data may include play data for managing each user's game achievements, or ID management data for managing various IDs such as user IDs for identifying each user. In addition, server data may include game data such as image data for displaying various images for the game screen, or audio data for playing various game sounds, including music. However, these are not shown in the illustration.
[0026] The control unit 21 is equipped with a logical device realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. While any suitable logical device may be provided, the example in Figure 3 shows a Web service management unit 23 and a game machine service management unit 24. The Web service management unit 23 is a logical device that executes various processes to realize the aforementioned Web service for the user terminal device 4. Similarly, the game machine service management unit 24 is a logical device that executes various processes to realize the aforementioned game machine service for the game machine 3. Input devices such as keyboards and output devices such as monitors may be connected to the control unit 21 as needed. However, their illustrations are omitted.
[0027] On the other hand, the game console 3 is equipped with a control unit 31 as a computer and a memory unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU, which is an example of a processor that performs various processes according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation.
[0028] The memory unit 32 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. The memory unit 32 stores a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide various services such as games. The memory unit 32 also stores game data GD necessary for providing games. Such game data GD may appropriately include various types of game data such as image data, audio data, or ID management data, but in the example in Figure 3, character data CD and attack power data AD are shown.
[0029] Various game data GDs, such as character data CDs, may be stored in the storage unit 32 by an appropriate method. For example, they may be pre-installed on the game console 3, or they may be stored in the storage unit 32 via various recording media. In this way, game data GDs can be stored in the storage unit 32 by an appropriate method, but as an example, character data CDs and attack power data ADs are provided from the center server 2 through a distribution service.
[0030] The control unit 31 is configured with various logical devices through a combination of the control unit 31's hardware resources and the game program PG2 as a software resource. Various processes necessary for providing the game (including processes necessary to enjoy the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices. In the example in Figure 3, the matching unit 33 and the progress control unit 34 are shown as logical devices related to the game.
[0031] The matching unit 33 is a logical device that performs various processes related to matching through the matching service. As described above, the matching service is performed to match opposing users (players) when the action game is provided as a competitive game. For example, in order to realize the matching service, the matching unit 33 works in cooperation with the game machine service management unit 24 of the center server 2 to perform the processes necessary for matching players. A match may be performed by an appropriate number of users, and may be performed as a team match between multiple teams (groups), each containing multiple users. In this case, the processes performed by the matching unit 33 include matching multiple users belonging to each team (including both collaborators and players) and performing team divisions.
[0032] The progress control unit 34 is a logical device that performs various processes to control the progress of the game. Such processes include, for example, processes for displaying a game screen that includes various elements such as characters and various attack elements. Similarly, such processes include processes for controlling the display of these elements on the game screen. Specifically, such processes include processes for controlling the movements of each character in accordance with user instructions (operations) via the control panel 14, and processes for increasing or decreasing judgment values in response to attacks on each character's attack elements. For example, the progress control unit 34 performs an object deletion process as one such process. Details of the object deletion process will be described later.
[0033] Furthermore, the game machine 3 is appropriately equipped with various output and input devices for functioning as an arcade game machine. These are connected to the control unit 31 and controlled as appropriate by the control unit 31. For example, such output devices include the main monitor 12 and speaker SP, and the input device includes the control panel 14. In response to the output signals from the control unit 31, the main monitor 12 displays various game screens and the speaker SP plays various sounds.
[0034] The control panel 14 is equipped with operating components such as a stick 15, a push button 16, and a touch panel 17. The stick 15 inputs a signal to the control unit 31 corresponding to the direction indicated by the directional operation, and the push button 16 inputs a signal to the control unit 31 indicating the execution of a press operation when a press operation is performed. On the other hand, the touch panel 17 displays various areas (operating sections) on the display device in response to the output signals from the control unit 31, and also inputs signals to the control unit 31 corresponding to touch operations on each area. Therefore, the touch panel 17 also functions as an output device.
[0035] (Game Overview) Next, we will explain the details of the game by referring to Figures 4 to 7. First, we will explain the overview of the game by referring to Figures 4 to 6. An action game is a type of game in which the user controls a character. For example, an action game may be played as a single-player game, such as a game in which the completion of a mission is determined based on a judgment value, but below we will explain the case where it is played as a competitive game. Furthermore, competitive games may be played with an appropriate number of players, such as 1 vs 1, 1 vs many, many vs many, or many vs many vs many (a battle between three teams), but below we will explain the case where it is played as a team battle (many vs many) between two teams (each team having the same number of users).
[0036] The competitive game may be provided in any format, but as an example, it should include elements of a so-called MOBA (Multiplayer Online Battle Arena), where players attack each other's bases. Attacks on bases may be implemented in any format, but as an example, they may be achieved through attacks on multiple attack elements. In this case, attacks on each attack element are converted into a judgment value, and the base is captured when the judgment value reaches a target value. In other words, the competitive game is structured as a type of game where players capture the opponent's base by attacking various attack elements.
[0037] Figure 4 is an explanatory diagram illustrating the overview of a competitive game. The example in Figure 4 schematically shows the overview of the field GF constructed in a competitive game. The field GF is the space set as the character's movement range. The field GF may be represented as appropriate, but in the example in Figure 4, it is represented to create the appearance of a virtual three-dimensional space. Various objects are placed in the field GF. Such objects include each character and multiple attack elements as targets for changing the hit rate. As shown in Figure 4, the field GF includes, for example, character CO, base object 53, tower object 54, spawn point 55, and gate object 56.
[0038] A character CO includes allied character CO1 and enemy character CO2. Allied character CO1 is a character CO belonging to the allied team. Similarly, enemy character CO2 is a character CO belonging to the enemy team.
[0039] The base object 53, tower object 54, spawn point 55, and gate object 56 are all objects that are positioned to be fixed (immovable) in a predetermined location on the field GF. For example, the base object 53 is an object that represents a structure corresponding to a base. The tower object 54 is an object that represents a tower-shaped structure. The spawn point 55 is an object that represents a device that functions as the spawn location for each character CO. The gate object 56 is an object that represents a structure that obstructs the progress of each character CO. The gate object 56 can be placed in any appropriate location, but in the example in Figure 4, it is placed at the entrance to the tower object 54 to obstruct progress to it.
[0040] Attack elements may include various elements as appropriate, and various objects on the field GF may function as attack elements as appropriate. For example, the opponent's base object 53, tower object 54, and character CO function as attack elements. For this reason, for example, friendly character CO1 aims to capture the enemy team's base by attacking the enemy team's base object 53, tower object 54, and enemy character CO2.
[0041] Specifically, the field GF consists of the player's own field GF1, the intermediate field GF2, and the enemy field GF3. The player's own field GF1 is the field GF where the base of the friendly team (the team to which the user's character CO, playing on game machine 3, belongs) is located. Various objects may be placed in the player's own field GF1 as appropriate, but in the example in Figure 4, a friendly base object 53A and a friendly spawn point 55A are provided. The friendly base object 53A is the base object 53 corresponding to the friendly team's base. The friendly spawn point 55A is the spawn point 55 corresponding to the friendly team. Each friendly character CO1 of the friendly team (including both computer-controlled NPCs and user characters operated by each user) appears from the friendly spawn point 55A in a predetermined order (for example, in matching order, username order, or lottery order) at the start of play.
[0042] On the other hand, the enemy field GF3 is the field GF where the enemy team's base is located. Various objects may be placed in the enemy field GF3 as appropriate, but in the example in Figure 4, an enemy base object 53B and an enemy spawn point 55B are provided. The enemy base object 53B is the base object 53 corresponding to the enemy team's base. The enemy spawn point 55B is the spawn point 55 corresponding to the enemy team. Each enemy character CO2 of the enemy team (including both computer-controlled NPCs and user characters corresponding to each opposing user) appears from the enemy spawn point 55B in a predetermined order at the start of the game, similar to the friendly spawn point 55A.
[0043] Intermediate field GF2 is a field GF located between the player's own field GF1 and the enemy field GF3. Intermediate field GF2 may be configured as appropriate, but in the example in Figure 4, it includes a first intermediate field GF2A, a second intermediate field GF2B, and a connecting field GF2C. Connecting field GF2C is a field GF located between the first intermediate field GF2A and the second intermediate field GF2B, and functions as a path connecting them.
[0044] The first intermediate field GF2A is an intermediate field GF2 located closer to the friendly field GF1. Various objects may be placed in the first intermediate field GF2A as appropriate, but in the example in Figure 4, a friendly tower object 54A and a friendly gate object 56A are provided. Friendly tower object 54A and friendly gate object 56A are tower object 54 and gate object 56 belonging to the friendly team, respectively. Friendly gate object 56A is positioned at the entrance to the path leading to friendly tower object 54A to block the advance of enemy characters. At the start of the game, the first intermediate field GF2A belongs to the friendly team and functions as the front line of the battle for the friendly team.
[0045] On the other hand, the second intermediate field GF2B is an intermediate field GF2 located closer to the enemy field GF3. Various objects may be placed in the second intermediate field GF2B as appropriate, but in the example in Figure 4, an enemy tower object 54B and an enemy gate object 56B are provided. The enemy tower object 54B and the enemy gate object 56B are tower object 54 and gate object 56, respectively, belonging to the enemy team. The enemy gate object 56B is positioned at the entrance to the path leading to the enemy tower object 54B so as to obstruct the progress of each character of the friendly team. At the start of the game, the second intermediate field GF2B belongs to the enemy team and functions as the front line of the battle for the enemy team.
[0046] In this competitive game, the goal of the friendly team is to capture the enemy base object 53B (base). Therefore, after appearing on their own field GF1, the friendly team advances towards the enemy base object 53B on the enemy field GF3, attacking enemy characters CO2, enemy tower object 54B, and obstacles such as enemy gate object 56B as appropriate. Similarly, the enemy team advances towards the friendly base object 53A on their own field GF1. The capture of base object 53 can be represented in any way, but one example is through its destruction. When enemy base object 53B is destroyed (captured), the friendly team wins; when friendly base object 53A is destroyed, the friendly team loses.
[0047] The conditions for conquering (destroying) the base object 53 can be set as appropriate, but as an example, they are met when the judgment value reaches the target value and the user who reaches that target value executes a conquering instruction. In other words, the conquering conditions include a judgment value condition based on the judgment value and an instruction condition based on the user's (including the opponent's) instructions. The conquering instruction can be set as appropriate, but for example, it can be set to the operation of pressing the push button 16. Similarly, the target value can also be set as appropriate, but as an example, it can be set according to the method of reflecting the attack results in the judgment value. For example, if the judgment value functions as the amount of damage accumulated by attacking each attack element, the target value can be set to the maximum damage amount (e.g., 100). Or, conversely, if the amount of judgment value held decreases according to the attack on each attack element, the target value can be set to the minimum value (e.g., zero). Thus, the target value can be set as appropriate according to the relationship between the judgment value and the attack results on each attack element, but as an example, it can be set to zero. In other words, an initial amount is set for the judgment value. Then, when the operation of pressing the push button 16 is executed after that judgment value reaches zero, the base object 53 is destroyed and conquered.
[0048] Specifically, to destroy (conquer) enemy base object 53B, it is first necessary to reduce its hit rate to zero. Therefore, the allied team is required to attack attack elements such as enemy character CO2, enemy base object 53B, or enemy tower object 54B. On the other hand, enemy character CO2, enemy base object 53B, and enemy tower object 54B are each assigned different durability values. Durability is a value equivalent to the amount of attack required to conquer each attack element, such as enemy character CO2, enemy base object 53B, or enemy tower object 54B. These may all be assigned a uniform durability value, but as an example, different durability values are assigned to each. Therefore, enemy character CO2, enemy base object 53B, and enemy tower object 54B are conquered when they receive an attack equivalent to their respective durability values. This conquering can be represented in various ways, but as an example, it is represented by disappearance (destruction). In other words, when enemy character CO2, enemy base object 53B, and enemy tower object 54B receive an attack equivalent to their durability value, they disappear from the field GF.
[0049] The reappearance of attack elements that have disappeared from Field GF (resurrection to Field GF) may be permitted as appropriate, for example, they may be uniformly restricted (or uniformly prohibited from reappearing), but as an example, only enemy character CO2 is permitted, and this is restricted at enemy base object 53B and enemy tower object 54B. In other words, enemy base object 53B and enemy tower object 54B, once they have disappeared, will not reappear in Field GF, but enemy character CO2 will reappear from enemy spawn point 55B. The number of enemy spawn points 55B placed in Field GF may be fixed, but as an example, it may be variable. Specifically, when friendly tower object 54A is captured, an enemy spawn point 55B is added to its location. In this case, enemy character CO2 will reappear at the first intermediate field GF2A, which is closer to friendly Field GF1, resulting in a disadvantage. For this reason, friendly teams are required to prevent friendly tower object 54A from being captured.
[0050] Furthermore, when enemy character CO2, enemy base object 53B, or enemy tower object 54B are captured, the enemy team's judgment value decreases, but the amount of decrease (change) differs for each attack element. In other words, enemy character CO2, enemy base object 53B, and enemy tower object 54B are each associated with a different amount of decrease, and the judgment value decreases by the amount associated with the attack element that is captured. This amount of decrease can be set as appropriate, and for example, it may be set independently of durability, but as an example, durability itself functions as the amount of decrease. In other words, when enemy character CO2, enemy base object 53B, or enemy tower object 54B are captured, the amount of durability set for each is deducted from the judgment value. Following this relationship, the friendly team aims to capture enemy base object 53B. Similarly, the enemy team aims to capture friendly base object 53A following a similar relationship. As an example, a competitive game is structured in this way.
[0051] Figure 5 is a schematic diagram showing an example of a battle screen. The battle screen 60 is the game screen used to realize battles in a battle game. The battle screen 60 is rendered as a result of capturing a part of the virtual three-dimensional space in the example of Figure 4 with a virtual camera. As shown in Figure 5, the battle screen 60 includes a field GF, a judgment value gauge 61, a character enlargement image 62, a skill display area 63, and a time display area 64. The field GF corresponds to a part of the virtual three-dimensional space in the example of Figure 4. The field GF may include appropriate parts of the virtual three-dimensional space, but in the example of Figure 5, it includes a part of the player's own field GF1 and the first intermediate field GF2A. In addition, the field GF has an ally character CO1, an enemy character CO2, a bomb 67, an ally base object 53A, an ally tower object 54A, an ally spawn point 55A, and an ally gate object 56A.
[0052] Allied character CO1, enemy character CO2, allied base object 53A, allied tower object 54A, allied spawn point 55A, and allied gate object 56A are as described above. Allied tower object 54A, allied gate object 56A, allied character CO1, and enemy character CO2 all display a durability gauge 68. The durability gauge 68 is a gauge that shows the remaining amount of durability set for each. In the example in Figure 5, the remaining durability is displayed as a dot pattern on the durability gauge 68. The durability of tower object 54, gate object 56, and character CO, and their remaining amounts, are indicated through such durability gauges 68.
[0053] Bomb 67 is an image representing a bomb. Each character may attack each attack element as appropriate and may perform various attack actions for that purpose, including, for example, the placement action of placing a bomb on the field GF. Bomb 67 represents a bomb that has been placed through that placement action. Bomb 67 explodes after a certain period of time has elapsed since placement, dealing damage (an effect that reduces durability) to a predetermined area. Various types of bombs may be provided in the game, and in the example in Figure 5, Bomb 67 is shown corresponding to one type of bomb, but multiple types of bombs may be provided as an example.
[0054] The judgment value gauge 61 is a gauge that shows the remaining judgment value. The judgment value gauge 61 includes the friendly judgment value gauge 61A and the enemy judgment value gauge 61B. The friendly judgment value gauge 61A shows the remaining judgment value set for the friendly team's base (friendly base object 53A), and the enemy judgment value gauge 61B shows the remaining judgment value set for the enemy team's base (enemy base object 53B). In the example in Figure 5, the remaining judgment value is displayed as a dot pattern in both the friendly judgment value gauge 61A and the enemy judgment value gauge 61B.
[0055] The enlarged character image 62 is an image showing a magnified view of the player's own character CO. The skill display area 63 is an area for displaying the skills owned by the player's character CO. Skills are characteristics that have the effect of adding different influences to the game's progression. In a competitive game, multiple character COs and multiple skills are available, and each character CO possesses different skills. The number of skills for each character CO can be as appropriate, but as an example, it is set to a maximum of three. Therefore, the skill display area 63 contains three slots 63a, each of which should display three skills. Skills may be usable unconditionally, but as an example, they may be unlocked and become usable when the unlock conditions are met. Unlock conditions are set for each skill. The unlocked skills are then displayed in each slot 63a. In the example in Figure 5, only the leftmost slot 63a of the three slots 63a displays a skill ("2 Bombs"), while the remaining two slots 63a show an ununlocked state ("Skill 1", etc.). In this case, only the skill displayed in the leftmost slot 63a is usable. However, the actual use of skills may be subject to appropriate conditions such as cooldowns or gameplay circumstances.
[0056] The time display area 64 is the area that shows the remaining time of the match. The match game may be played indefinitely until one of the bases is captured, but as an example, a predetermined match time is set. The remaining time is displayed in the time display area 64. The time display area 64 may display the remaining time as appropriate, but in the example in Figure 5, the number "300" indicating the remaining seconds is displayed, and the remaining time is shown through a countdown. If neither base is captured within the match time, the player with the higher remaining judgment value is determined as the winner, and the player with the lower value is determined as the loser. On the other hand, if the remaining judgment values are equal, it is determined as a draw.
[0057] Figure 6 is an explanatory diagram illustrating the elements that change the judgment value. As mentioned above, the amount of the judgment value decreases when attack elements such as enemy character CO2, enemy base object 53B, and enemy tower object 54B are defeated. However, the game provides multiple attack options as methods for defeating (attacking) these attack elements. Figure 6(A) shows an example of the relationship between attack options (types of attacks) and their effects (amount of reduction in judgment value). As shown in Figure 6(A), each character's attacks include multiple types of attacks that have different effects (amount of reduction) on the decrease in judgment value. For example, the multiple types of attacks include "destroy enemy tower," "first special bomb," "second special bomb," "third special bomb," "fourth special bomb," "normal bomb (close)," "normal bomb (close)," "enemy kill," and "enemy accident." All of these are attacks using bomb 67 (bombs) associated with the placement action, but in the example in Figure 6, the attacks are classified by elements such as the target of the attack, the type of bomb 67, and the distance to the target.
[0058] "Enemy Tower Destruction" is an attack that destroys (attacks) enemy tower object 54B. "Special Bomb 1," "Special Bomb 2," "Special Bomb 3," and "Special Bomb 4" are attacks on enemy base object 53B using special bombs different from bomb 67 which is placed through normal placement actions. Specifically, these are attacks using special bombs 1, 2, 3, and 4, respectively. "Normal Bomb (Close)" and "Normal Bomb (Far)" are both attacks on enemy base object 53B using normal bomb 67 (bombs placed through normal placement actions), but the distance from the placement position of bomb 67 to enemy base object 53B is different. Specifically, the predetermined range in which a normal Bomb 67 inflicts damage is classified into, for example, a central range and a surrounding range. A "normal bomb (close)" is an attack when the enemy base object 53B is located in the central range (relatively close), and a "normal bomb (far)" is an attack when the enemy base object 53B is located in the surrounding range (relatively far). An "enemy kill" is an attack that takes down the enemy character CO2 with a Bomb 67. On the other hand, an "enemy accident" is an attack that indicates the enemy character CO2 is taken down due to an accident. The damage from the Bomb 67 is applied regardless of whether the target is an enemy or an ally. Therefore, there are cases where the enemy character CO2 is taken down by a Bomb 67 that the enemy character CO2 has placed. An "enemy accident" refers to cases where the enemy character CO2 is taken down for reasons other than attacks by the allied team.
[0059] Each attack, such as “Destroy Enemy Tower,” “Special Bomb 1,” “Special Bomb 2,” “Special Bomb 3,” “Special Bomb 4,” “Normal Bomb (Close),” “Normal Bomb (Close),” “Enemy Kill,” and “Enemy Accident,” may have an appropriate reduction amount set for it. In the example in Figure 6, “500,” “500,” “350,” “200,” “200,” “100,” “50,” “20,” and “5” are associated with them respectively. In this case, the judgment value decreases by 500 points, 500 points, 350 points, 200 points, 200 points, 100 points, 50 points, 20 points, and 5 points respectively for each attack: "Destroy enemy tower," "Special bomb 1," "Special bomb 2," "Special bomb 3," "Special bomb 4," "Normal bomb (close)," "Normal bomb (close)," "Enemy kill," and "Enemy accident." The relationship between these attack types (attack options) and their effects (amount of reduction) may be managed as appropriate, but one example is that it is managed by attack power data AD.
[0060] On the other hand, in competitive games, the recovery of the judgment value is permitted. Specifically, the judgment value recovers when certain recovery conditions are met. In other words, the amount of the judgment value changes in the direction away from the target value (e.g., zero) (e.g., increasing) due to the recovery that accompanies the fulfillment of the recovery conditions. The amount of the judgment value may only decrease, but this is one example of how recovery is permitted. In this case, various recovery elements may be appropriately provided in the competitive game. For example, various elements such as recovery items and recovery objects (e.g., recovery fountains, which recover when reached) may be provided as recovery elements, and the recovery conditions may be met by appropriate situations such as using recovery items or reaching recovery objects. In other words, various recovery methods based on recovery elements are provided in the competitive game. Figure 6(B) shows an example of the relationship between such recovery methods and the amount of recovery.
[0061] As shown in Figure 6(B), the method of recovering judgment values includes recovery skills. Specifically, recovery skills are included among the multiple skills provided for each character. Such recovery skills may be provided as appropriate, but in the example in Figure 6, six skills from "Skill 1" to "Skill 6" are provided. These recovery skills may be owned by each character as appropriate, but as an example, each character CO is assigned one of the roles of Bomber, who can plant many bombs, Attacker, who is good at close-range attacks, Shooter, who is good at long-range attacks, or Blocker, who is good at support actions such as defense and disruption, and the recovery skills are owned by each character CO who takes on the role of Blocker.
[0062] Specifically, "Skill 1" through "Skill 6" are recovery methods that restore judgment points by using Skill 1 through Skill 6. In these cases, the recovery conditions are met by using Skill 1 through Skill 6. Skills 1 through 6 are set to recover amounts of "360", "360", "340", "110", "90", and "40", respectively. In this case, when Skills 1 through 6 are used, the remaining judgment points will be restored by 360 points, 360 points, 340 points, 110 points, 90 points, and 40 points, respectively. The relationship between each of these skills and its effect (recovery amount) may be managed as appropriate, but one example is that it is managed by the character data CD.
[0063] Furthermore, the first to sixth skills may be appropriately owned by each character CO in the role of a blocker. For example, one of each skill may be assigned to each character CO. However, as an example, the fifth and sixth skills, which have relatively low healing amounts, may be owned redundantly by the same character CO. In other words, redundant ownership by the same character CO is permitted for some of the healing skills. In this example, the first to sixth skills function as multiple skills of the present invention. Also, each of these skills functions as a healing skill of the present invention.
[0064] (Recovery limitations) Next, we will explain the limitations on recovery by referring to Figure 7. As mentioned above, the amount of judgment value can be recovered by a predetermined recovery method, but there may be limitations on that recovery. Figure 7 is an explanatory diagram for explaining the limitations on the recovery of judgment value. In the example in Figure 7, the friendly judgment value gauge 61A and the enemy judgment value gauge 61B are shown in a simplified, chronological order at three different timings: at the start of play, when the friendly tower object 54A is destroyed (tower destruction), and when recovery is limited. The remaining judgment value of the friendly team is shown with a left diagonal line in the friendly judgment value gauge 61A, and the remaining judgment value of the enemy team is shown with a right diagonal line in the enemy judgment value gauge 61B. In this case, as shown in Figure 7 at the start of play, at the start of play, both the friendly judgment value gauge 61A and the enemy judgment value gauge 61B are set to the maximum amount (maximum value) of judgment value.
[0065] On the other hand, the judgment value decreases in response to attacks on attack elements associated with the judgment value, such as enemy character CO2, tower object 54, or base object 53. Therefore, as shown in Figure 7 when a tower is destroyed, when an allied tower object 54A is destroyed, the judgment value decreases by the amount associated with it (for example, 500 points). In the example in Figure 7, the destroyed allied tower object 54A is shown with an "X," and the amount of decrease is shown in white.
[0066] When an allied tower object 54A is destroyed, it disappears from the field GF. Enemy character CO2 cannot attack objects that are not present in the field GF. Also, once a tower object 54 disappears, it will not reappear in the field GF. Therefore, when an allied tower object 54A is destroyed, it is removed from the list of targets (objects whose judgment value can be reduced) for enemy character CO2, and the options (means, number, types, etc.) that enemy character CO2 has to reduce the judgment value become fewer.
[0067] Even if the allied tower object 54A is destroyed, the field GF still has attack elements such as allied character CO1 or allied base object 53A. Therefore, the enemy team can reduce the remaining judgment value of the allied team by attacking these. However, for example, the reduction from defeating allied character CO1 is only 20 points, which is only 1 / 25th of the reduction from the destruction of allied tower object 54A. If the enemy team's enemy tower object 54B remains, the allied team has an attack option that is 25 times more powerful than defeating a character: destroying enemy tower object 54B. In this state, if the allied team's judgment value recovers to its maximum value, for example, by activating a healing skill, the allied judgment value gauge 61A returns to its state at the start of the game. If the enemy judgment value gauge 61B is also at its maximum value, the judgment values of both sides remain the same as at the start of the game, but the enemy team may be at a disadvantage because one powerful option has been lost from their attack options. For this reason, if tower object 54 is destroyed (when a relatively powerful attack option among multiple attack elements is excluded from being targeted for judgment value reduction), a restriction is placed on judgment value recovery.
[0068] Specifically, as shown in Figure 7 during the recovery restriction, when Tower Object 54 is destroyed, a restriction is set that reduces (brings closer to zero) the maximum value (upper limit) of the judgment value. Various restrictions may be appropriately set on the recovery of the judgment value. For example, there may be a time restriction that makes it impossible to recover the judgment value for a certain period (unable to use skills, items, etc.), a frequency restriction that limits the number of recoveries, and a quantitative restriction that limits the amount of judgment value recovered (for example, reducing the recovery amount to about half of the normal amount). However, as an example, such an upper limit restriction is set. Furthermore, such an upper limit restriction is a restriction on various limits to reduce the range of recoverable judgment values, including cases where the minimum value changes, but in the example of Figure 7, it is implemented as a restriction that reduces the maximum value. In this case, when the allied Tower Object 54A is destroyed, the maximum value (upper limit) of the allied team's judgment value is restricted and reduced. As shown by this restriction (reduction), the maximum value of the allied judgment value gauge 61A also decreases. In the example in Figure 7, the portion of the ally judgment value gauge 61A where the maximum value decreases (the limit) when recovery is restricted is shown by a dashed line.
[0069] More specifically, the judgment value gauge 61 may display the remaining judgment value as appropriate; for example, the left end may indicate the maximum value and the right end may indicate zero. However, in the example in Figure 7, the right end indicates the maximum value and the left end indicates zero. When recovery is restricted, the right end (maximum value) of the ally judgment value gauge 61A moves (decreases) to the left (towards zero) by the amount indicated by the dashed line. In this case, even if a recovery skill is used, the ally judgment value gauge 61A will only recover up to the position of the right end after the movement. Therefore, there is a difference in the maximum judgment value compared to the enemy team by the amount indicated by the dashed line (decreased amount), and this difference suppresses the occurrence of disadvantages. In this example, the tower object 54 functions as a specific attack element and a predetermined object of the present invention. In addition, attack elements other than the tower object 54, such as the enemy character CO2, function as other attack elements of the present invention.
[0070] The amount of reduction (limit) in the maximum value can be set as appropriate. For example, it may be set as a variable amount that changes depending on various conditions such as the play situation, timing, and lottery (it may be greater or less than the durability of Tower Object 54), but as an example, it may be set to a fixed value. Similarly, the fixed value may also be set as appropriate. For example, it may be greater or less than the durability of Tower Object 54, but as an example, it may be set to the same value as the durability. The period of the reduction (limit) in the maximum value can also be set as appropriate. For example, it may be a certain period within the current match, or it may be a period specified according to various play conditions such as the number of characters defeated, but as an example, it may be set to the period until the end of the current match. In other words, when Tower Object 54 is destroyed, a limit is set on the maximum value of the judgment value, and the maximum value of the judgment value decreases by the amount of Tower Object 54's durability until the end of the current match. The limit on the recovery of the judgment value can be set as appropriate. As an example, when Tower Object 54 (a specific attack element) is defeated (removed), the judgment value of the defeated team may be limited as described above.
[0071] (Game console processing) Next, the procedure for object deletion processing will be explained with reference to Figure 8. Object deletion processing is the process of deleting tower objects 54 that meet predetermined deletion conditions from field GF. Deletion conditions may be set as appropriate; for example, uniform conditions may be applied regardless of the type of object, but as an example, they are set according to the type of object. For example, the above-mentioned conquest conditions are applied to the deletion conditions of base object 53. In other words, the deletion condition is met when the above-mentioned judgment value conditions and instruction conditions are met. In addition, among the other attack elements, only durability conditions are applied to objects other than tower objects 54, such as character COs or gate objects 56. Durability conditions are conditions that are met when the durability of each object becomes zero (an example of a predetermined value). In other words, among the other attack elements, objects other than tower objects 54 are deleted when their durability reaches zero. When these deletion conditions are met, the progress control unit 34 executes processing to delete these objects (processing different from object deletion processing).
[0072] On the other hand, the conditions for eliminating the tower object 54 include durability conditions and instruction conditions. The durability conditions are as described above and are met when the durability of the tower object 54 becomes zero (an example of a predetermined value). The instruction conditions are the same as the conditions for defeating the tower object. In other words, when the push button 16 is pressed after the durability has reached zero, the conditions for eliminating the tower object 54 are met. In this case, when the push button 16 is pressed, the progress control unit 34 starts the object elimination process shown in Figure 8 and first determines whether the conditions for eliminating the enemy tower object 54B are met (step S101). As described above, the elimination conditions are met when the push button 16 is pressed after the durability has reached zero. Therefore, the progress control unit 34 determines whether the elimination conditions are met if the remaining durability of the enemy tower object 54B (for example, managed appropriately as part of the game data GD through a table, etc.) has reached zero, and whether the elimination conditions are not met if it has not reached zero.
[0073] If the deletion condition is not met (Step S101: No), that is, if the durability of enemy tower object 54B has not reached zero, the progress control unit 34 skips the subsequent processing and terminates the object deletion process. On the other hand, if the deletion condition is met (Step S102: Yes), that is, if the durability of enemy tower object 54B has reached zero, the progress control unit 34 deletes enemy tower object 54B (Step S102). In other words, the progress control unit 34 excludes enemy tower object 54B from the targets whose judgment value will be reduced by deleting them from field GF. This deletion includes appropriate destruction animations.
[0074] Next, the progress control unit 34 reduces the remaining judgment value (step S103). Specifically, the progress control unit 34 first refers to the attack power data AD and determines the amount of reduction associated with capturing (destroying) the enemy tower object 54B (see, for example, Figure 6). Then, the progress control unit 34 reduces the remaining judgment value of the enemy team by the determined amount and reflects that reduction in the judgment value gauge 61. In other words, the progress control unit 34 updates the remaining amount display of the enemy judgment value gauge 61B so that the remaining judgment value decreases.
[0075] Next, the progress control unit 34 sets a limit on the recovery of the enemy team's judgment value (step S104). For example, this limit is achieved by an upper limit as described above. Therefore, the progress control unit 34 sets a limit on the maximum recoverable judgment value by reducing the maximum value of the enemy team's judgment value (enemy judgment value gauge 61B) by the amount of the durability of the enemy tower object 54B. After setting this limit, the progress control unit 34 terminates the object deletion process. If the enemy team is a user, the processing results in Figure 8 are shared with the opponent's game machine 3 as appropriate so that they are reflected on the opponent's game machine 3. In other words, the processing results in Figure 8 are provided to other game machines 3 as appropriate via the center server 2.
[0076] According to the procedure shown in Figure 8, the enemy tower object 54B is removed from the field GF according to the removal conditions, including durability conditions. In other words, the defeated enemy tower object 54B disappears from the field GF and is removed from the targets (attack elements) that reduce the enemy team's judgment value. Furthermore, when the enemy tower object 54B disappears from the field GF (is removed from the attack elements), a limit is placed on the recovery of the enemy team's judgment value. Specifically, when the enemy tower object 54B is defeated (destroyed), the enemy team's judgment value, that is, the maximum value of the enemy judgment value gauge 61B, decreases by the amount of the enemy tower object 54B's durability. In other words, a limit is placed on the maximum value (upper limit) that can be recovered from the judgment value. In this example, the removal conditions for tower object 54 function as predetermined conditions of the present invention. Also, the operation of pressing the push button 16 functions as a predetermined exclusion instruction of the present invention.
[0077] As explained above, in this configuration, when the enemy tower object 54B meets the predetermined elimination conditions and disappears from the field GF, thus being removed from the targets that change the judgment value, a restriction is placed on the recovery of the enemy team's judgment value. Specifically, the maximum value of the enemy judgment value gauge 61B (judgment value) decreases by the amount of the enemy tower object 54B's durability, and the upper limit of recovery decreases. After the enemy tower object 54B is destroyed, the number of attack elements that affect the enemy judgment value gauge 61B will be less than at the start of the game. Therefore, a discrepancy may occur between the number of attack elements on the field GF (targets that reduce the judgment value) and the state of the judgment value due to subsequent recovery, but such discrepancies can be suppressed by using this restriction. This reduces the complexity of the game compared to when there is no restriction on recovery, and in turn promotes gameplay for beginners.
[0078] In the above configuration, the progress control unit 34 of the game machine 3 functions as the target exclusion means and the restriction setting means of the present invention by executing the procedure shown in Figure 8. Specifically, the progress control unit 34 functions as the target exclusion means by executing step S102 in Figure 8, and as the restriction setting means by executing step S104.
[0079] The present invention is not limited to the embodiments described above and may be implemented in forms that have been modified or changed as appropriate. Furthermore, the present invention may be implemented in forms obtained by appropriately combining the various technical means included in the embodiments described above and the forms that have been modified as described below. For example, in the embodiments described above, the judgment value changes so as to decrease through attacks on the attack elements of each character CO. That is, the judgment value changes from an initial maximum value toward a target value of zero. However, the present invention is not limited to this form. Changes in the judgment value may be implemented as appropriate. For example, the judgment value may be configured as an accumulation type that accumulates damage. That is, the judgment value may change so as to increase from an initial value of zero toward a target value of a maximum value (the initial value and the maximum value may be set as appropriate). In this case, the judgment value decreases toward zero due to healing skills.
[0080] In the above configuration, the judgment value is displayed through the judgment value gauge 61. However, the display of the judgment value may be implemented as appropriate. For example, the judgment value may be displayed as a specific number. Alternatively, the display (guidance) of the intermediate progress of the judgment value may be omitted, and only appropriate situations, such as when the destruction conditions of the base object 53 are met, may be indicated. Furthermore, the guidance of the judgment value may be provided by methods other than visual means, such as sound.
[0081] Furthermore, in the above-described configuration, the game console 3 performs the processing shown in Figure 8 independently. As a result, the game console 3 alone functions as the game system of the present invention. However, the present invention is not limited to this configuration. For example, the central server 2 may perform all or part of the role of the game console 3. For this reason, the central server 2 alone (including cases where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, the central server 2 may appropriately share the role of the game console 3, and the game system 1 may function as the game system of the present invention. On the other hand, if the game console 3 performs all of the role of the central server 2, the central server 2 may be omitted.
[0082] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0083] The present invention provides a game through a game screen (60) displayed on a display device (12) that shows a game screen (60) including a character (CO1) that operates in accordance with user instructions input via an input device (14) and a plurality of attack elements (CO2, 53B, 54B) for changing a judgment value (61B) for determining the result of play, the game system (3) changes the judgment value toward a target value in accordance with attacks on each of the attack elements of the character, while recovering toward the target value when predetermined recovery conditions are met, and further comprises target exclusion means (34) for excluding a specific attack element (54B) from the targets for changing the judgment value when an attack on that specific attack element meets predetermined conditions, and restriction setting means (34) for setting a restriction on the recovery of the judgment value when the specific attack element is excluded from the targets for changing the judgment value.
[0084] According to the present invention, when a specific attack element satisfies predetermined conditions and is excluded from the targets that change the judgment value, a restriction is placed on the recovery of the judgment value. Therefore, it is possible to suppress the discrepancy that may occur between the number of attack elements that change the judgment value and the state of the judgment value due to recovery after the predetermined conditions are met. As a result, the complexity of the game can be suppressed compared to when there is no restriction on recovery, and in turn, it is possible to promote play for beginners. The judgment value may increase or decrease without limit. For this reason, the term target value includes the direction of change of the judgment value, such as increase (plus) or decrease (minus). In other words, not only limited numerical values such as the maximum value, minimum value, or an appropriate intermediate value between them, but also simple directions of change such as the direction of increase or decrease may be used as the target value.
[0085] Attacks on each attack element may appropriately change the judgment value. For example, the amount by which an attack on each attack element changes the judgment value may be determined by a lottery or according to the gameplay situation. Alternatively, each attack element may have a predetermined amount of change that alters the judgment value. This amount of change may be variable or fixed. Furthermore, the amount of change set for each attack element may be uniform or different. Specifically, for example, in one embodiment of the game system of the present invention, each attack element is set with an amount of change that alters the judgment value according to the character's attack, and the amount of change for a particular attack element may differ from the amount of change for other attack elements.
[0086] Various conditions may be used as predetermined conditions for excluding an element from being subject to change in judgment value. For example, a condition for determining the success or failure of an attack may be used as a predetermined condition, and if an attack on a particular attack element is successful, that attack element may be excluded from being subject to change in judgment value. Alternatively, each attack element may be assigned a durability value (corresponding to health in the case of a character), and a predetermined condition may be met when that durability value reaches a predetermined value such as zero (an example of the minimum value at which durability value decreases due to an attack) or 100 (an example of the maximum value at which durability value increases due to an attack). In this case, the durability value may be set as appropriate; for example, it may be uniform among attack elements or it may differ among attack elements. Furthermore, the predetermined condition may be met when a special instruction is given by the user. Moreover, conditions that are appropriately combined from these various conditions may be used as predetermined conditions. Specifically, for example, in one embodiment of the game system of the present invention, each attack element is assigned a durability value that changes depending on the character's attack, and the predetermined condition may include a durability condition that is satisfied when the durability value set for the particular attack element reaches a predetermined value, and an instruction condition that is satisfied when a predetermined exclusion instruction is executed via the input device after the durability condition has been satisfied. In this case, the durability value may differ between the particular attack element and the other attack elements.
[0087] Various elements included in the game may be used as appropriate for each attack element. For example, if the game is provided with a field containing various objects, these various objects may be used as appropriate for each attack element. For example, objects corresponding to various structures such as houses, buildings, towers, or castles (immovable objects fixedly placed in predetermined positions on the field), objects corresponding to various animals, objects corresponding to various vehicles such as cars and motorcycles, or various characters (including those when animals or vehicles function as characters) may be used as each attack element. For example, in one embodiment of the present invention, the game screen includes a field (GF) set as the character's movement range, and a predetermined object (54B) positioned to be fixed in a predetermined position on the field may function as the specific attack element.
[0088] Exclusion from targets that change the judgment value may be appropriately represented on the game screen. For example, if a particular attack element is excluded from targets that change the judgment value, that particular attack element may be displayed on the game screen as semi-transparent or otherwise to indicate an inactive state. Alternatively, a particular attack element that has been excluded from targets that change the judgment value may remain on the game screen as is, simply being excluded from targets that change the judgment value. In other words, a particular attack element may remain on the game screen as an entity that does not change the judgment value even if attacked after a predetermined condition is met. Alternatively, a particular attack element that has met the predetermined condition may disappear from the game screen. In other words, exclusion from targets that change the judgment value may be represented by its disappearance from the game screen. Specifically, for example, in one embodiment of the game system of the present invention, the target exclusion means may exclude a predetermined object whose durability value has reached a predetermined value from targets that change the judgment value by removing it from the field when the predetermined condition is met.
[0089] After a specific attack element disappears from the game screen due to the fulfillment of predetermined conditions, its reappearance (revival) on the game screen may be permitted. In this case, the restriction may be lifted or maintained after its reappearance. Alternatively, the reappearance of a specific attack element that has disappeared from the game screen may not be permitted. For example, in an embodiment of the present invention in which a predetermined object is used as a specific attack element, the game may be configured to restrict the reappearance of the predetermined object to the field after it has disappeared from the field.
[0090] Various restrictions may be appropriately set on the recovery of the judgment value. For example, restrictions may be set on the recovery of the judgment, such as a restriction that makes it impossible to recover the judgment value for a certain period after certain conditions have been met, a restriction on the number of recoveries, or a restriction on the amount of the judgment value to be recovered. In addition, limit restrictions may be set on the recovery of the judgment value, for example, by changing the maximum or minimum value of the judgment value to reduce the range in which the judgment value can be recovered. Specifically, in one embodiment of the game system of the present invention, the restrictions may include at least one of the following: a time restriction that makes the recovery impossible for a certain period, a frequency restriction that limits the number of recoveries, a quantitative restriction that limits the amount of the judgment value to be recovered, and a limit restriction that reduces the range in which the judgment value can be recovered by decreasing the maximum value or increasing the minimum value of the judgment value.
[0091] The game may be structured as appropriate. For example, the game may be provided in the form of an action game, a role-playing game, or a simulation game. The game may also be structured as a single-player game, for example, in which the success or failure of a mission is determined based on a judgment value, or as a game for multiple users (including cases where the computer appropriately acts on behalf of the user). When played by multiple users, those users may function as opponents or as collaborators. For this reason, the game may or may not include enemy characters. If enemy characters appear, they may or may not function as one of multiple attack elements. For example, in one embodiment of the game system of the present invention, the game is structured as a competitive game in which the character competes against an enemy character (CO2), and the multiple attack elements may include the enemy character.
[0092] Various conditions may be used as recovery conditions as appropriate. For example, the recovery condition may be met every predetermined amount of time, and the judgment value may gradually recover over time. Alternatively, the judgment value may recover upon use of a specific item. In other words, the recovery condition may be met by using a specific item. Furthermore, the judgment value may recover upon use of a specific skill set for a character. In other words, the recovery condition may be met by using a specific item. Specifically, for example, in one embodiment of the present invention in which enemy characters appear in the game, the battle game is provided with a plurality of skills that have different effects on the progression, and the plurality of skills include a recovery skill that has the effect of recovering the judgment value, and the recovery condition may be met upon use of the recovery skill if the recovery skill is set for the enemy character.
[0093] On the other hand, the computer program (PG2) of the present invention is configured to cause the computer (31) connected to the input device and the output device to function as each of the means of the game system described above.
[0094] Furthermore, the control method of the present invention causes a computer (31) incorporated into a game system (3) that provides a game in which the judgment value is changed toward a target value in accordance with attacks on each of the attack elements of the character, while recovering toward the target value when predetermined recovery conditions are met, through the game screen of a display device (12) that displays a game screen (60) including a character (CO1) that operates according to user instructions input via an input device (14) and a plurality of attack elements (CO2, 53B, 54B) for changing a judgment value (61B) for determining the result of play, to execute a target exclusion procedure in which a specific attack element (54B) among the plurality of attack elements is excluded from the targets for changing the judgment value when an attack on that specific attack element meets predetermined conditions, and a restriction setting procedure in which a restriction is placed on the recovery of the judgment value when the specific attack element is excluded from the targets for changing the judgment value. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]
[0095] 3. Game console (game system) 12. Main Monitor (Display Device) 14. Control Panel (Input Device) 31. Control Unit (Computer) 34 Progress control unit (means for excluding targets, means for setting restrictions) 60 Battle screen (game screen) 53B Enemy base object (attack element) 54B Enemy Tower Object (Attack Element, Specific Attack Element) 61B Enemy hit detection value gauge (hit detection value) GF Field CO1 Ally Character (Character) CO2 Enemy Characters (Attack Elements, Other Attack Elements) PG2 Game Program (Computer Program)
Claims
1. A game system that provides a game through a game screen of a display device that displays a game screen including a character that operates in accordance with user instructions input via an input device, and a plurality of attack elements for changing a judgment value for determining the result of the play, wherein the judgment value, which is set in common for the plurality of attack elements, is changed toward a target value in accordance with the character's attack on each of the attack elements, and recovers toward the target value when predetermined recovery conditions are met, A target exclusion means that excludes a specific attack element from the targets for which the determination value is changed when an attack on a specific attack element among the aforementioned plurality of attack elements satisfies predetermined conditions, A restriction setting means that imposes a restriction on the recovery of the judgment value when the specific attack element is excluded from the target for changing the judgment value, A game system that includes these features.
2. Each attack element has a change amount set as an amount that changes the judgment value in accordance with the character's attack. The game system according to claim 1, wherein the amount of change of the specific attack element differs from the amount of change of other attack elements.
3. Each attack element has a durability value that changes depending on the character's attack. The game system according to claim 2, wherein the predetermined conditions include a durability condition that is satisfied when the durability value set for the specific attack element reaches a predetermined value, and an instruction condition that is satisfied when a predetermined exclusion instruction is executed via the input device after the durability condition has been satisfied.
4. The game system according to claim 3, wherein the durability value differs between the specific attack element and the other attack elements.
5. The aforementioned game screen includes a field that is set as the character's movement range, The game system according to claim 4, wherein a predetermined object, which is positioned to be fixed at a predetermined location in the field, functions as the specific attack element.
6. The game system according to claim 5, wherein the exclusion means excludes the predetermined object whose durability value has reached a predetermined value from the targets for changing the judgment value when the predetermined conditions are met, by removing the predetermined object from the field.
7. The game system according to claim 6, wherein the game is configured to restrict the reappearance of the predetermined object to the field after the predetermined object has disappeared from the field.
8. The game system according to any one of claims 1 to 7, wherein the restrictions include at least one of a time restriction that makes recovery impossible for a certain period of time, a frequency restriction that limits the number of times recovery can be performed, a quantitative restriction that limits the amount of recovery of the determination value, and a limiting restriction that reduces the range of the determination value that can be recovered by decreasing the maximum value or increasing the minimum value of the determination value.
9. The aforementioned game is configured as a competitive game in which the aforementioned character battles an enemy character. The game system according to any one of claims 1 to 7, wherein the plurality of attack elements include the enemy character.
10. The aforementioned competitive game includes multiple skills, each with different effects that influence the game's progression. The aforementioned multiple skills include a recovery skill that has the effect of restoring the aforementioned judgment value, The game system according to claim 9, wherein the recovery condition is met by using the recovery skill if the recovery skill is set for the enemy character.
11. A computer program configured to cause the computer connected to the input device and the display device to function as each of the means of the game system described in any one of claims 1 to 7.
12. A computer incorporated into a game system that provides a game through a game screen of a display device that shows a game screen including a character that operates according to user instructions input via an input device, and a plurality of attack elements for changing a judgment value for determining the outcome of the game, changes the judgment value, which is set in common for the plurality of attack elements, toward a target value in accordance with the character's attack on each of the attack elements, while recovering toward the target value when predetermined recovery conditions are met. A target exclusion procedure in which, when an attack on a specific attack element among the aforementioned multiple attack elements satisfies predetermined conditions, the specific attack element is excluded from the targets for which the determination value is changed, A restriction setting procedure that imposes restrictions on the recovery of the judgment value when the aforementioned specific attack element is excluded from the targets for changing the judgment value, A control method to execute something.