Program and Window System
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI NAMCO ENTERTAINMENT INC
- Filing Date
- 2025-06-12
- Publication Date
- 2026-08-04
AI Technical Summary
【0039】 第16の発明によれば、アクション操作の連続状況に基づいて、ターゲットキャラクタのキャプチャにより得られるキャプチャ成果の内容が変更される。このため、プレーヤは、自身にとってより良いキャプチャ成果を得るために、アクション操作をどの程度連続して行えばよいかといった検討や工夫を凝らすようになり、キャプチャに関する戦略性·興趣性を更に向上させることができる。
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer system or the like that controls the progress of a game based on a player's play operation.
Background Art
[0002] In some games where enemy characters appear, players can attempt to capture the encountered enemy characters. Usually, the success or failure of the capture is determined according to a given success probability. If the capture is successful, the enemy character can be made into an ally character owned by the player. There is a known technique for increasing or decreasing the success probability of capturing this enemy character according to the amount of damage inflicted on the enemy character or the amount of damage received by the player's controlled character (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, in the conventional technology, although the success probability of capturing an enemy character can be changed, the result obtained when the capture is successful has not changed in that the enemy character can be made into an ally as the player's owned character. The background art regarding the capture of enemy characters has been described, but the capture of enemy characters is an example of the capture of a target character. The target character may not be an enemy character but, for example, a neutral computer-controlled character. Also, the capture may not be a capture but, for example, taming, or completely incorporating it into the player's controlled character.
[0005] This invention has been made in view of the above circumstances, and its purpose is to provide a technology that can improve the strategic and engaging aspects of capturing target characters in games in which the target character can be captured. [Means for solving the problem]
[0006] The first invention for solving the above problem is: A program that causes a computer system to control the progress of a game based on the player's actions, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. A capture play progress control means (for example, the capture play progress control unit 212 in Figure 9) that controls the progress of the capture play, including the activation of the capture, A means for modifying the content of the capture results (for example, the content modification unit 216 in Figure 9) that evaluates the progress of the capture play and modifies the content of the capture results based on the evaluation results. This is a program for making the aforementioned computer system function.
[0007] Other inventions include, A computer system that controls the progress of a game based on the player's actions, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. A capture play progress control means for controlling the progress of the capture play, including the activation of the capture; A means for modifying the content of the capture results, which evaluates the progress of the capture play and modifies the content of the capture results based on the evaluation results. A computer system equipped with this may be configured.
[0008] According to the first invention, in games where target characters can be captured, the strategic depth and enjoyment of capturing can be improved. In other words, the content of the capture results obtained through capturing is changed based on the progress of the capture play, including the activation of the capture. Therefore, players will consider and devise ways to proceed with the capture play and at what timing to capture in order to obtain better capture results for themselves, thereby improving the strategic depth and enjoyment of capturing.
[0009] The second invention is, in the first invention, The capture result is to make the target character an ally. The means for changing the content of the results changes the content of the capture results by changing the parameter values of the target character to be made an ally based on the evaluation results. It is a program.
[0010] According to the second invention, the target character becomes an ally as a result of the capture. However, the parameter values of the target character that becomes an ally are changed based on the evaluation value during the progress of the capture play. As a result, the player can make the target character an ally as a result of the capture, but will be encouraged to consider and devise ways to proceed with the capture play so that the parameter values of the target character that becomes an ally become the desired value, thereby improving the strategic and interesting aspects of the capture.
[0011] The third invention is, in the first or second invention, The capture result is obtained by changing the parameter values of the controllable character, thereby changing the settings of the controllable character. The means for changing the content of the results changes the content of the captured results by changing the parameter values of the operation character based on the evaluation results. It is a program.
[0012] According to the third invention, the parameter values of the playable character, which are changed as a result of the capture, are changed based on the evaluation results of the progress of the capture play. This allows the player to consider and devise ways to proceed with the capture play so that the parameter values of the playable character, which are changed as a result of the capture, become the desired values, thereby improving the strategic and interesting aspects of the capture.
[0013] The fourth invention is, in any of the first to third inventions, A first success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in Figure 9) changes the success / failure determination parameter value related to the success or failure of the capture based on the progress of the capture play. The computer system is made to function as follows: The capture play progress control means determines the success or failure of the capture using the success / failure determination parameter value. It is a program.
[0014] According to the fourth invention, the parameter values used to determine the success or failure of a capture are changed based on the progress of the capture play. As a result, players will consider and devise strategies for how to proceed with the capture play and at what timing to capture the target character in order to successfully capture it, thereby further improving the strategic and enjoyable aspects of the capture.
[0015] The fifth invention is, in any of the first to third inventions, A second success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in FIG. 9) that changes the parameter value for success / failure determination related to the success or failure of the capture based on the continuous state of a given continuous operation input by the player; causes the computer system to function as; the capture play progress control means determines the success or failure of the capture using the success / failure determination parameter value. This is a program.
[0016] According to the fifth invention, the parameter value for success / failure determination is changed based on the continuous state of a given continuous operation input by the player. As a result, it is possible to add new interesting elements to the game, such as the player performing continuous operation inputs for the purpose of changing the success / failure determination parameter value.
[0017] The sixth invention is the same as the fifth invention, where the second success / failure determination parameter value changing means changes the success / failure determination parameter value based on at least one of the type, continuous time, and continuous number of times of the continuous operation input. This is a program.
[0018] According to the sixth invention, the success / failure determination parameter value is changed based on at least one of the type, continuous time, and continuous number of times of the continuous operation input. The type, continuous time, and continuous number of times of the continuous operation input are elements that are easy for the player to grasp, enabling strategic and interesting gameplay such as performing continuous operation inputs while being aware of the relationship with the success / failure determination parameter value.
[0019] The seventh invention is the same as any one of the fourth to sixth inventions, where the capture play progress control means has a presenting means (for example, the presenting unit 214 in FIG. 9) that presents to the player a presentation indicating the success / failure determination parameter value or a presentation indicating the content of the capture result changed by the result content changing means in the case where the capture is successful. This is a program.
[0020] According to the seventh invention, the player is presented with parameter values for determining success or failure, or with information indicating the content of the capture results that will change if the capture is modified. This provides the player with information to consider and devise ways to proceed with capture play and the timing of captures.
[0021] The eighth invention is based on any of the first to seventh inventions, The capture result involves incorporating part or all of the target character into the player's controllable character and changing the settings of the controllable character. The means for changing the content of the result changes the content of the capture result based on the attribute relationship between the attributes set for the target character and the attributes set for the operation character. It is a program.
[0022] According to the eighth invention, the settings of the controlled character, which are changed as a result of the capture, are changed based on the attribute relationship between the attributes of the target character and the attributes of the controlled character. Therefore, the player can use the attribute relationship as a basis for deciding which target character to capture.
[0023] The ninth invention is based on any of the first to eighth inventions, The means for changing the results content performs the evaluation based on the amount of damage dealt to the target character in the capture play. It is a program.
[0024] According to the ninth invention, the progress of the capture play is evaluated based on the amount of damage dealt to the target character during the capture play. This encourages players to consider and devise ways to deal damage to the target character in order to achieve the desired capture result, thereby improving the strategic and engaging aspects of the capture.
[0025] The tenth invention is based on any of the first to ninth inventions, The means for modifying the results performs the evaluation based on the amount of damage taken by the controlled character during the capture play. It is a program.
[0026] According to the tenth invention, the progress of capture play is evaluated based on the amount of damage taken by the controlled character during capture play. Therefore, players will be more mindful of the amount of damage taken by their controlled character while performing capture play, thereby improving the strategic and engaging aspects of capture play.
[0027] The eleventh invention relates to any of the first to tenth inventions, The means for changing the outcome content performs the evaluation based on the difference in physical strength between the target character and the operated character. It is a program.
[0028] According to the eleventh invention, the progress of the capture play is evaluated based on the difference in health between the target character and the controlled character. Therefore, the player will have to be mindful of the difference in health between the target character and the controlled character while performing the capture play, which can improve the strategic and enjoyable aspects of the capture.
[0029] The twelfth invention is based on any of the first to eleventh inventions, The capture play progress control means selects one or more target characters from among a plurality of target candidate characters based on the player's selection operation. The means for modifying the content of the results modifies the content of the capture results based on the combination of the multiple target characters when the capture of multiple target characters is successful. It is a program.
[0030] According to the twelfth invention, when multiple target characters are successfully captured, the content of the capture result is changed based on the combination of those multiple target characters. Therefore, the player will consider and devise combinations of target characters to capture in order to obtain the desired capture result, thereby improving the strategic and engaging aspects of the capture process.
[0031] The 13th invention is based on any of the 1st to 12th inventions, The aforementioned game allows multiple players to participate, The means for modifying the content of the results modifies the content of the capture results based on the combination of target characters that were captured when multiple participating players successfully capture the characters. It is a program.
[0032] According to the 13th invention, the content of the capture results is changed based on the combination of target characters that multiple participating players have successfully captured. This improves the strategic and engaging aspects of the capture process, for example, by allowing each participating player in a team to consult with each other to decide which target characters to capture so that they can obtain their desired capture results.
[0033] The 14th invention is, A program for a computer system to control the progress of a game based on player inputs made using a user interface, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. The user interface includes a touch panel and / or an accelerometer for detecting action operations. A means for changing the success / failure determination parameter value related to the success or failure of capturing the target character, based on the sequence of the action operations (for example, the success / failure probability changing unit 218 in Figure 9), A capture play progress control means (for example, the capture play progress control unit 212 in Figure 9) that controls the progress of the capture play, including determining the success or failure of capturing the target character using the aforementioned success or failure determination parameter values, This is a program for making the aforementioned computer system function.
[0034] Other inventions include, A computer system that controls the progress of a game based on player inputs made using a user interface, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. The user interface includes a touch panel and / or an accelerometer for detecting action operations. A means for changing the success / failure determination parameter value related to the success or failure of capturing the target character, based on the sequence of the action operations, A capture play progress control means for controlling the progress of the capture play, which includes determining the success or failure of capturing the target character using the success or failure determination parameter value, A computer system equipped with this may be configured.
[0035] According to the 14th invention, in a game in which a target character can be captured, the strategic depth and enjoyment of the capture process can be further improved. Specifically, the parameter values for determining success or failure are changed based on the sequence of actions performed by the player. As a result, the player will have to consider and devise strategies for how many consecutive actions are needed to successfully capture the character, thereby improving the strategic depth and enjoyment of the capture process.
[0036] The 15th invention is based on the 14th invention, The capture play progress control means selects the target character from among a plurality of target candidate characters based on the continuous status. It is a program.
[0037] According to the 15th invention, a target character to be captured is selected from among multiple target candidate characters based on the sequence of action operations. This allows the player to consider and devise strategies for how many consecutive action operations are needed to capture the desired target character, further enhancing the strategic and engaging aspects of the capture process.
[0038] The 16th invention is, in the 14th or 15th invention, A means for modifying the content of the capture results (for example, the content modification unit 216 in Figure 9) that evaluates the progress of the capture play based on the continuous status and modifies the content of the capture results based on the evaluation results, This is a program for making the aforementioned computer system function.
[0039] According to the 16th invention, the content of the capture result obtained by capturing the target character is changed based on the sequence of action operations. As a result, players will consider and devise ways to determine how many consecutive action operations they should perform in order to obtain a better capture result for themselves, further improving the strategic and interesting aspects of capture. [Brief explanation of the drawing]
[0040] [Figure 1] Example configuration of user equipment. [Figure 2] An example of a game screen during capture play. [Figure 3] An example of continuous input. [Figure 4] An example of the capture results obtained from a successful capture. [Figure 5] An explanatory diagram for evaluating the progress of capture gameplay. [Figure 6] An explanatory diagram of the capture results obtained. [Figure 7] An example of a capture result setting table. [Figure 8] A diagram illustrating the probability of success or failure of a capture. [Figure 9] Functional configuration diagram of the user's device. [Figure 10] An example of target character setting data. [Figure 11] A flowchart illustrating the process involved in capture gameplay. [Figure 12] An example of a game screen in the first modified example. [Figure 13] An example of an additional capture result setting table in the first variation. [Figure 14] Diagram illustrating the second modified example. [Figure 15] Diagram illustrating the capture results obtained in the second modified example. [Figure 16] An example of the game system configuration in the third modified example. [Figure 17] Functional configuration diagram of the server system in the third modified example. [Figure 18] Functional configuration diagram of the player terminal in the third modified example. [Figure 19] An explanatory diagram of the fourth modified example. [Modes for carrying out the invention]
[0041] Hereinafter, an example of a preferred embodiment of the present invention will be described with reference to the drawings. However, the present invention is not limited by the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, in the drawings, the same elements are denoted by the same reference numerals.
[0042] [User device] Figure 1 is a front view showing an example configuration of the user device 1500, which is a computer system in this embodiment. The user device shown in Figure 1 is a device commonly known as a smartphone, but any computer system may be used, such as a portable game console, a home game console, a game controller for a home game console, an arcade game console, a tablet computer, a personal computer, or a wearable computer such as a smartwatch or smart glasses.
[0043] As shown in Figure 1, the user device 1500 includes a directional input key 1502, a button switch 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1508, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other features, such as a power button and volume control buttons, are also provided (not shown). Furthermore, an IC card reader that can read and write data to IC card-type credit cards or prepaid cards without contact may also be provided.
[0044] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to a given communication network, inertial sensors 1554 such as a 3-axis accelerometer and a 3-axis gyroscope, and an interface circuit 1555. The interface circuit 1555 includes a circuit for receiving signals from the direction input keys 1502 and button switches 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, a circuit for inputting detection signals from the inertial sensor 1554, and a signal input / output circuit for the memory card reader 1542. These elements mounted on the control board 1550 are electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. The control board 1550 may be partially or entirely composed of an ASIC, FPGA, or SoC. The IC memory 1552 stores programs and various data necessary to realize the functions of the user device 1500. The program may be downloaded from a given server system, or read from a separate storage medium such as a memory card 1540.
[0045] [Game Overview] In this embodiment, the game played on the user device 1500 is a game that allows for capture play, where capture results are obtained by capturing a target character. The capture results include, for example, incorporating part or all of the captured target character into the player's controllable character to change the appearance and / or settings of the controllable character. Specifically, the game in this embodiment is an RPG (Role Playing Game), and when the player's controllable character 10 encounters a target character 14, which is an NPC (Non-Player Character), the game transitions to a battle mode in which a battle takes place with the target character 14. The gameplay performed in this battle mode is called capture play. In this embodiment, the game is described as transitioning to a battle mode, but capture play may also be performed on an open field without transitioning to a mode specifically for battles.
[0046] Figure 2 shows an example of a game screen during capture play. As shown in Figure 2, the game screen during capture play displays the player character 10 and the target character 14 facing each other. The player character 10 and the target character 14 are accompanied by health gauges 12 and 16, respectively, which indicate their health values.
[0047] Furthermore, a message 18, which indicates the possible capture results that can be obtained by capturing target character 14, and a success / failure probability gauge 20 are displayed. The success / failure probability gauge 20 shows the success / failure probability, which is a parameter value used to determine whether the capture is successful or unsuccessful. As described later, the capture results obtained change based on the progress of the capture play, so the capture results shown in message 18 may differ from the capture results obtained after the capture is performed. The success / failure probability is the probability that the capture of target character 14 will be successful. The success / failure probability gauge 20 also displays the percentage value of the success / failure probability. These displays allow the player to judge when to instruct the capture.
[0048] During capture play, when the player issues a capture command, the target character 14 performs an action to attempt to capture. This attempt to capture will be referred to as "executing the capture" as appropriate below. Figure 3 is an example of the game screen during capture. As shown in Figure 3, during capture, the player character 10 appears to be attempting to devour the target character 14, as if incorporating part or all of the target character into the player character. During capture, the target character 14 is controlled to resist being captured, resulting in a state of close combat, and the health values of both the player character 10 and the target character 14 may change.
[0049] Furthermore, during capture, the player can perform predetermined continuous operation inputs to increase the probability of success or failure of the capture. Continuous operation inputs refer to continuous actions performed by the player, based on actions detectable by the inertial sensor 1554 and touch panel 1506 provided as user interfaces on the user device 1500. Examples include operations such as shaking the user device 1500 in a predetermined direction using the detection of the inertial sensor 1554, or continuous flicking and tapping operations using the detection of the touch panel 1506. "Continuous" in flicking and tapping operations refers to operations that are repeated at high speed, and is an operation state in which the interval between operations is short (for example, an interval of 0.5 seconds or less) and continues.
[0050] During capture, the game screen displays a prompt 22 indicating the content of a continuous input that can efficiently increase the success probability of capturing the target character 14. In the example in Figure 3, prompt 22 is shown as a continuous input that involves rapidly and continuously shaking the user device 1500 up and down, utilizing the detection of the inertial sensor 1554. There are multiple types of continuous inputs, and prompt 22 is shown according to the type of target character to be captured. The success probability increases efficiently depending on the continuous conditions, such as the duration and number of consecutive inputs shown in prompt 22. The increase in the success probability can be confirmed on the success probability gauge 20.
[0051] Furthermore, the increase in success / failure probability due to continuous input may be gradually reduced over time by refraining from continuous input. Also, continuous input may be initiated and accepted even before the capture is performed. In this case, the commencement of continuous input may be considered as an instruction to perform the capture.
[0052] The trial period for attempting to capture data is set to a predetermined time (e.g., 10 seconds), and the trial ends after this time has elapsed. The success or failure of the capture is then determined according to the success or failure probability, and if the capture is successful, the capture result is obtained. Specifically, the success or failure of the capture is determined according to the success or failure probability at the time the predetermined period has elapsed, and for a certain period of time thereafter (e.g., 4 seconds), the visual effects are controlled according to the determined success or failure of the capture.
[0053] Figure 4 illustrates the capture results obtained through capture. As shown in Figure 4, if the capture of target character 14 is successful, a capture result is obtained. The capture play (battle mode) also ends. In the example in Figure 4, the capture results include a change in the settings of the player character 10 and a change in the appearance of the player character 10. The change in the settings of the player character 10 is the acquisition of a new skill ("Flight" or "Levitation"), and the change in the appearance of the player character 10 is the acquisition of new wings (decoration). The capture results obtained are changed based on the evaluation results during the progress of the capture play. On the other hand, if the capture fails, the capture play (battle mode) continues.
[0054] The content of the capture results obtained when the capture is successful is changed based on the evaluation results of the capture play process. Figure 5 is a diagram illustrating the evaluation of the capture play process. The evaluation of the capture play process is performed based on multiple evaluation elements related to the capture play. In this embodiment, an individual evaluation value is obtained for each of the multiple evaluation elements, and the final evaluation result is determined by combining these evaluation values.
[0055] Figure 5 shows an example of the relationship between each of the multiple evaluation elements and the evaluation value V obtained from that evaluation element. Specifically, evaluation value V1 is obtained using the elapsed time since the start of capture play as an evaluation element, evaluation value V2 is obtained using the amount of damage dealt to target character 14 during capture play as an evaluation element, evaluation value V3 is obtained using the amount of damage taken by the player character 10 during capture play as an evaluation element, evaluation value V4 is obtained using the health difference, which is the difference between the health value of the player character 10 and the health value of target character 14 during capture play as an evaluation element, and evaluation value Vx is obtained using the continuous status of continuous inputs made during capture play as an evaluation element. For evaluation value Vx, which uses the continuous status of continuous inputs as an evaluation element, evaluation values Vx (Vx1, Vx2, ...) are obtained for each type of continuous input ("up and down vibration", "up and down flick", ...). The continuous status of continuous inputs can be the continuous duration or the number of consecutive inputs, depending on the type of continuous input. The evaluation result is then determined by a predetermined decision function fv, which uses the evaluation values V(V1, V2, ...) obtained for each of these evaluation elements as variables. The decision function fv can be set as an appropriate function by calculating the mean, the sum, selecting the maximum value, or selecting the median. It is preferable to set the decision function fv such that the higher the evaluation value V of each evaluation element, the higher the evaluation result determined by the decision function fv.
[0056] The content of the capture results is determined and modified based on the evaluation results during the capture play process. Figure 6 is a diagram illustrating the modification and determination of the content of the capture results. As shown in Figure 6, multiple capture result setting tables 326 are associated with each target character 14. The capture result setting table 326 is a table that associates evaluation results with the obtained capture results, as shown in an example in Figure 7, and defines the application conditions for the table.
[0057] The application conditions are defined, for example, as conditions such as the type and attributes of the operating character 10. However, since the capture result setting table 326 itself is defined for each target character 14, the application conditions ultimately become conditions for the combination of types and attributes of the target character 14 and the operating character 10. The application conditions are not mutually exclusive. There may be cases where the application conditions of multiple capture result setting tables 326 match. In that case, each capture result setting table 326 with matching application conditions is selected.
[0058] The capture results set in Capture Result Setting Table 326 are changes to the appearance and / or settings of the player character. For example, changes to the player character's settings include acquiring skills, increasing ability values such as health, attack power, and defense power, and leveling up. Changes to the player character's appearance include acquiring accessories and equipment, changing skins such as color and patterns, and changing the shape and size of the player character.
[0059] From the capture result setting tables 326 associated with the target character 14, the capture result setting table 326 that satisfies the application conditions for the operating character 10 is selected. Then, for each selected capture result setting table 326, the capture result associated with the evaluation result determined as described above is given to the operating character 10.
[0060] In the example in Figure 6, it is shown that the three capture outcome setting tables 326a to 326c shown in Figure 7 satisfy the application conditions. For example, in capture outcome setting table 326a, the attribute of the player character 10 is used as the application condition, and the capture outcome is defined as a change in the player character 10's settings, namely a change in stamina value. In capture outcome setting table 326b, the type of the player character 10 is used as the application condition, and the capture outcome is defined as the acquisition of a skill, namely a setting for the player character 10. In capture outcome setting table 326c, the attribute of the player character 10 is used as the application condition, and the capture outcome is defined as the acquisition of the accessory "wings," namely a change in the player character 10's appearance.
[0061] The success or failure probability of a capture changes based on the progress of the capture play. Figure 8 illustrates the change in the success or failure probability. The change in the success or failure probability of a capture is based on multiple modifying factors related to the capture play. In this embodiment, individual probability values are obtained for each of the multiple modifying factors, and these probability values are combined to determine the final success or failure probability.
[0062] Figure 8 shows an example of the relationship between each of the multiple modification elements and the probability value B obtained from that modification element. For example, probability value B1 is obtained using the elapsed time since the start of capture play as a modification element. Probability value B2 is obtained using the amount of damage dealt to target character 14 during capture play as a modification element. Probability value B3 is obtained using the amount of damage taken by the controlled character 10 during capture play as a modification element. Probability value B4 is obtained using the difference in health values, which is the difference between the health values of controlled character 10 and target character 14 during capture play, as a modification element. Probability value Bx is obtained using the continuous status of continuous inputs made during capture play as a modification element. For probability value Bx with the continuous status of continuous inputs as a modification element, probability values Bx(Bx1, Bx2, ...) are obtained for each type of continuous input ("up and down vibration", "up and down flick", ...). The continuous status of continuous inputs can be the continuous time or the number of consecutive inputs, depending on the type of continuous input. Then, the success / failure probability is determined from a predetermined decision function fb, which uses the probability values B(B1, B2, ...) obtained for each of these change elements as variables. The decision function fb can be set as an appropriate function by calculating the mean, the sum, selecting the maximum value, or selecting the median. It is preferable to set the decision function fb such that the higher the probability value B of each change element, the higher the success / failure probability determined by the decision function fb.
[0063] [Functional Configuration] Figure 9 is a block diagram showing the functional configuration of the user device 1500. According to Figure 9, the user device 1500 comprises an operation input unit 102, an image display unit 104, an audio output unit 106, a communication unit 108, a processing unit 200, and a storage unit 300.
[0064] The operation input unit 102 is a user interface that outputs operation input signals to the processing unit 200 in response to various operation inputs made by the player. For example, this can be implemented using push switches, joysticks, touch panels, touchpads, trackballs, accelerometers, gyroscopes, camera modules, etc. The directional input keys 1502, button switches 1504, touch panel 1506, and inertial sensor 1554 in Figure 1 are examples of this.
[0065] The processing unit 200 is implemented, for example, by a microprocessor such as a CPU or GPU, or electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 102 and the storage unit 300. It then executes various calculation processes based on predetermined programs, data, operation signals from the operation input unit 102, etc., to control the operation of the user device 1500. Various microprocessors such as the CPU 1551 mounted on the control board 1550 in Figure 1 correspond to this. The processing unit 200 also includes a game calculation unit 210, a timing unit 220, an image generation unit 224, a sound generation unit 226, and a communication control unit 228. Of course, other functions can also be included as appropriate.
[0066] The game calculation unit 210 controls the progress of the game based on the player's operations input via the user interface, in accordance with the game program 302. The game of this embodiment is a capture play game in which a part or all of a given target character is incorporated into the player's controllable character, thereby changing the appearance and / or settings of the controllable character, as the capture result. Specifically, it constructs a game space using the game initial setting data 310, and performs processes such as controlling NPCs including the target character 14 placed in the game space, and controlling the controllable character 10 according to the player's operation input input from the operation input unit 102.
[0067] The game initial setup data 310 is the initial setup data necessary for controlling the execution of the game, and includes setup data for constructing the game space, initial setup data for various characters appearing in the game, and target character setup data 320.
[0068] Figure 10 shows an example of target character setting data 320. As shown in Figure 10, target character setting data 320 is prepared for each of the 14 types 321 target characters that appear in the game, and stores the attributes 322 of the target character, setting parameters 323, evaluation definition data 324, success / failure probability definition data 325, capture result setting table 326, and preferred continuous operation input setting data 327.
[0069] The setting parameter 323 stores ability parameters such as health points, attack power, and defense power, as well as skill types and levels.
[0070] The evaluation definition data 324 is data that defines the evaluation of the progress of capture play, and stores multiple evaluation value calculation functions for calculating evaluation values V1, V2, ..., Vx from multiple evaluation elements related to capture play, and an evaluation result determination function fv for determining the evaluation result using these evaluation values V(V1, V2, ..., Vx) as variables (see Figure 5).
[0071] The success / failure probability definition data 325 is data that defines changes in the success / failure probability based on the progress of the capture play. It stores multiple probability value calculation functions for calculating probability values B1, B2, ..., Bx from multiple change elements related to the capture play, and a success / failure probability determination function fb for determining the success / failure probability using these probability values B(B1, B2, ..., Bx) as variables (see Figure 8).
[0072] The Capture Result Setting Table 326 is a table that defines the capture results obtained based on the evaluation results of the progress of the capture play (see Figures 6 and 7).
[0073] The preferred continuous operation input setting data 327 is data that defines a series of operation inputs that are suitable for the player to perform in order to increase the probability of success or failure in capturing the target character.
[0074] Furthermore, the game calculation unit 210 includes a capture play progress control unit 212, an outcome content modification unit 216, and a success / failure probability modification unit 218.
[0075] The capture play progress control unit 212 controls the progress of the capture play, including the activation of the capture. It also determines the success or failure of the capture using a success / failure probability value, which is a parameter value for determining success or failure.
[0076] Furthermore, the capture play progress control unit 212 has a presentation unit 214. The presentation unit 214 presents to the player either the success / failure probability, which is a parameter value for determining success or failure, or the content of the capture result, which will be changed by the result content modification unit 216 if the capture is successful. Specifically, on the game screen during capture play, it displays a message 18, which is a presentation showing the capture results that can be obtained by capturing the target character 14, and a success / failure probability gauge 20, which is a presentation showing the success / failure probability, which is a parameter value for determining success or failure related to the success or failure of the capture (see Figure 2).
[0077] The result content modification unit 216 evaluates the progress of the capture play and modifies the content of the capture result based on the evaluation results. The evaluation is based on the amount of damage dealt to the target character during the capture play, the amount of damage taken by the player character, the difference in health between the target character and the player character, and the continuous status of the player's given continuous inputs. The content of the capture result is also modified by changing the parameter values of the player character based on the evaluation results. Furthermore, the content of the capture result is modified based on the attribute relationship between the attributes set for the target character and the attributes set for the player character.
[0078] Specifically, the evaluation results of the capture play process are determined according to the evaluation definition data 324 in the target character setting data 320 associated with the target character. Then, based on the determined evaluation results, the capture results to be given to the controlled character are determined and acquired according to the capture result setting table 326.
[0079] The success / failure probability changing unit 218 changes the success / failure probability, which is a parameter value for determining the success or failure of the capture, based on the progress of the capture play. It also changes the success / failure probability parameter value for determining the success or failure of the capture based on the continuity status of a given sequence of input actions performed by the player. The continuity status of the sequence of input actions is, for example, at least one of the type of sequence of input actions, the duration of the sequence, and the number of consecutive inputs. Specifically, the success / failure probability of the capture is determined according to the success / failure probability definition data 325 in the target character setting data 320 corresponding to the type of target character (see Figure 8).
[0080] The timing unit 220 uses the system clock to time the current date and time, etc.
[0081] The image generation unit 224 controls the generation of various image data and the generation and output of image signals for displaying those images on the image display unit 104. The image display unit 104 displays images based on the image signals input from the image generation unit 224. This can be implemented by an image display device such as a flat panel display or a projector. The touch panel 1506 in Figure 1 is an example of this.
[0082] The sound generation unit 226 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec capable of playing audio files. It generates sound signals such as various operation sounds and background music related to gameplay, and outputs them to the sound output unit 106. The sound output unit 106 outputs sound (emits sound) based on the sound signals input from the sound generation unit 226. The speaker 1510 in Figure 1 corresponds to this.
[0083] The communication control unit 228 performs data processing related to data communication and enables data exchange with external devices via the communication unit 108. The communication unit 108 connects to a given communication network to enable communication. This can be achieved by, for example, a wireless communication device, a modem, a jack or control circuit for a wired communication cable, etc. The wireless communication module 1553 in Figure 1 is an example of this.
[0084] The memory unit 300 stores programs and various data necessary for the processing unit 200 to implement a given function. It is also used as a workspace for the processing unit 200, and temporarily stores calculation results performed by the processing unit 200 according to various programs, as well as input data from the operation input unit 102. For example, this can be implemented by IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, or online storage. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in Figure 1 are examples of this. The memory unit 300 stores the game program 302, game initial setting data 310 necessary for controlling the execution of the game, play data 330, and the current date and time 340 displayed on the timing unit 220.
[0085] Game program 302 is a program for implementing the control of the game in this embodiment.
[0086] Play data 330 is data related to the player's gameplay, and includes data such as setting values that determine the current state of the playable character 10. So-called save data may also be included in play data 330.
[0087] [Process flow] Figure 11 is a flowchart illustrating the game processing flow. This process concerns the execution control of a single capture play and is performed by the game calculation unit 210.
[0088] First, the capture play progress control unit 212 starts controlling the progress of the capture play in which the target character 14 and the player character 10 appear (step S1). Next, the game calculation unit 210 sets the initial values for the success / failure probability of the capture and the capture results (step S3). The initial values may be predetermined values for each type of target character 14, or they may be random. Subsequently, the success / failure probability change unit 218 starts controlling the change of the success / failure probability based on the progress of the capture (step S5). Also, the result content change unit 216 starts controlling the change of the capture results based on the progress of the capture play (step S7). Finally, the presentation unit 214 starts controlling the presentation of the changed success / failure probability and capture results (step S9).
[0089] Subsequently, if the player gives a command to capture (step S11: YES), the capture is performed (step S13). Then, after a predetermined time has elapsed since the start of the capture, the capture play progress control unit 212 determines whether the capture was successful or not according to the success or failure probability at that point (step S15).
[0090] If the capture is determined to be successful (Step S17: YES), the system controls the target character 14 to ensure a successful capture. Once the capture is complete, the result content modification unit 216 determines the content of the capture result (Step S19). The determined capture result is then made available to the player character (Step S21). After these steps are completed, the capture play session ends.
[0091] On the other hand, if it is determined that the capture has failed (Step S17: NO), the system controls the target character 14 to cause the capture to fail and terminates the capture. Then, the capture play continues. After that, it is determined whether the conditions for terminating the capture play have been met. If they have not been met (Step S23: NO), the system returns to Step S11. If the conditions for termination have been met (Step S23: YES), the capture play for this session is terminated.
[0092] [Effects and Effects] Thus, according to this embodiment, in a game in which the target character 14 can be captured, the strategic depth and enjoyment of capturing can be improved. In other words, the content of the capture result obtained through capturing is changed based on the progress of the capture play, including the activation of the capture. Therefore, players will consider and devise ways to proceed with the capture play and at what timing to capture in order to obtain better capture results for themselves, thereby improving the strategic depth and enjoyment of capturing.
[0093] [Differentiation] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and can be modified as appropriate without departing from the spirit of the invention.
[0094] (First variation) In capture play, if multiple target candidate characters appear, one or more target characters 14 may be selected and captured from among these multiple target candidate characters based on the player's selection operation.
[0095] Figure 12 shows an example of a game screen in a game featuring multiple target character candidates. In the example in Figure 12, the player character 10 is shown facing off against three target character candidates 14a to 14c, with each of the target character candidates 14a to 14c having a health gauge 16a to 16c and a success / failure probability gauge 20a to 20c displayed alongside it.
[0096] The selection operation for the target character 14 may, for example, be performed by touching the target character 14 in sequence. Alternatively, the selection may be based on the sequence of operations input, which is an action operation performed by the player. For example, as the number of consecutive operations inputs or the duration of those operations increases, the characters may be selected in a predetermined order, such as in order of proximity to the player character in the game space or in order of ease of capture (high probability of success).
[0097] Then, a capture is performed to attempt to capture each of the multiple target characters 14. If the capture of multiple target characters 14 is successful, the content of the capture results may be changed based on the combination of the multiple target characters 14. Specifically, similar to the embodiment described above, the capture results defined in the capture result setting table 326 associated with each captured target character 14 are obtained, and additional capture results based on the combination of captured target characters 14 are also obtained.
[0098] Figure 13 shows an example of an additional capture result setting table 350 that defines additional capture results. In the additional capture result setting table 350 shown in Figure 13, combinations of target characters that were successfully captured are associated with the additional capture results and stored in a manner. The combinations of target characters include information about the types and attributes of multiple target characters.
[0099] (Second variation) In the embodiment described above, the capture result obtained when capturing the target character is used to change the appearance and / or settings of the controllable character 10. However, it is also possible to make the target character an ally or to make it selectable as a controllable character.
[0100] Figure 14 shows an example of making a captured target character an ally as a capture result. As shown in the figure, in capture play, when the player commands to perform a capture, the capture of target character 14A is performed. During the capture, the player can increase the success rate of capturing target character 14A by performing a series of action inputs. If the capture is successful, target character 14A becomes an ally as a capture result. In this case, similar to the embodiment described above, the content of the capture result, that is, the parameter values of the ally target character 14A, are changed based on the evaluation results of the progress of the capture play. For example, the ability values, skills, attributes, level, etc. of the ally target character 14A are changed and determined. On the other hand, if the capture fails, the capture play continues.
[0101] Figure 15 illustrates the modification of the capture results. As shown in the figure, the modification of the capture results is performed according to the capture results setting table 326A, which is associated with the target character 14A. The capture results setting table 326A has the same configuration as the capture results setting table 326 in the embodiment described above, and the capture results include changes to the skill levels of the skills possessed by the target character, and changes to ability parameter values such as health, attack power, and defense power.
[0102] (Third variation) In the above-described embodiment, the game is executed using the user device 1500 alone, but the game can be executed in any way other than this. For example, the game may be executed using a game system in which a server system and a player terminal are connected via communication.
[0103] Figure 16 shows an example of the configuration of game system 1. According to Figure 16, game system 1 comprises a server system 1000 that can connect to a communication network N, and a plurality of player terminals 1200 that can access the server system 1000 via the communication network N and communicate with the server system 1000.
[0104] Communication network N refers to a communication path capable of data communication. In other words, communication network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connection, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be either wired or wireless.
[0105] The server system 1000 is a computer system comprising a main unit 1010, a keyboard 1002, a display 1004, and a storage device 1030, with a control board 1020 mounted on the main unit 1010.
[0106] The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. Part or all of the control board 1020 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip). These arithmetic circuits can also be considered processors. The server system 1000 then implements the game of this embodiment by performing arithmetic processing on the control board 1020 based on predetermined programs and data. For example, it implements player management functions related to player registration and game management functions that manage the execution control of the game on the player terminal 1200. In other words, the game provided by the game system 1 is implemented as a type of client-server online game.
[0107] Furthermore, the server system 1000 is not limited to the single configuration shown in Figure 16; it may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a communication line, functioning as a single server system 1000.
[0108] The player terminal 1200 is a computer system used individually by a player for gameplay, and is an electronic device that can access the server system 1000 via a communication network N. In this embodiment, the player terminal 1200 may be a device known as a smartphone, a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, etc. Furthermore, it is not limited to the single device shown in Figure 16, but may be a configuration in which multiple devices work together to function as an integrated unit.
[0109] Figure 17 shows an example of the functional configuration of the server system 1000. According to Figure 17, the server system 1000 includes an operation input unit 402, an image display unit 404, an audio output unit 406, a communication unit 408, a server processing unit 500, and a server storage unit 600.
[0110] The operation input unit 402 outputs operation input signals to the server processing unit 500 in response to various operation inputs for managing the server system 1000. The keyboard 1002 in Figure 16 corresponds to this.
[0111] The server processing unit 500 is implemented, for example, by a processor such as a CPU or GPU, or electronic components such as an ASIC or IC memory, and controls data input and output with each functional unit, including the operation input unit 402 and the server storage unit 600. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 402, and received data from the player terminal 1200, thereby comprehensively controlling the operation of the server system 1000. The control board 1020 in Figure 16 corresponds to this. The server processing unit 500 also includes a player management unit 502, a game management unit 510, a timing unit 520, an image generation unit 524, a sound generation unit 526, and a communication control unit 528. Of course, other functions can also be included as appropriate.
[0112] The Player Management Unit 502 performs various processes related to player registration management. For example, it has functions such as assigning unique player accounts to registered players, managing registration information to register and manage personal information for each player account, and managing game data. Of course, it can also include functions for managing other data linked to accounts as appropriate. The Player Management Unit 502 manages data related to each player by assigning a unique account (player ID) to players who have gone through the player registration procedure and generating player management data 610.
[0113] The game management unit 510 is a functional unit corresponding to the game calculation unit 210 in the user device 1500 in the above embodiment, and performs various processes related to the execution management of the game provided to each online-connected user device 1500. Since the game provided by the game system 1 is a client-server type online game, the game management unit 510 performs control to provide data necessary for game play while communicating with the player terminal 1200. In this embodiment, the game progress on the player terminal 1200 is controlled according to the server program 602.
[0114] The timing unit 520 uses the system clock to determine the current date and time.
[0115] The image generation unit 524 generates images related to the system management of the server system 1000, as well as images to be displayed on the player terminal 1200. It then outputs image signals related to system management to the image display unit 404. The image display unit 404 displays various images for system management based on the image signals input from the image generation unit 524. This can be achieved by an image display device such as a flat panel display or a projector. The display 1004 in Figure 16 is an example of this.
[0116] The sound generation unit 526 is implemented by executing ICs and software that generate and decode audio data, and generates or decodes audio data such as operation sounds and background music related to system management and gameplay of the server system 1000. It then outputs audio signals related to system management to the sound output unit 406. The sound output unit 406 emits sound based on the audio signals. This corresponds to the speakers (not shown) provided in the main unit 1010 and the display 1004 in Figure 16.
[0117] The communication control unit 528 performs data processing related to data communication and enables data exchange with external devices via the communication unit 408. The communication unit 408 connects to the communication network N to enable communication. This can be achieved by, for example, a wireless communication device, a modem, a jack or control circuit for a wired communication cable, etc. The communication device 1023 in Figure 16 is an example of this.
[0118] The server storage unit 600 stores programs and various data necessary to enable the server processing unit 500 to comprehensively control the server system 1000. It is also used as a workspace for the server processing unit 500 and temporarily stores the results of calculations performed by the server processing unit 500 according to various programs. For example, it can be implemented using IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, or online storage. The server storage unit 600 stores the server program 602, the distribution client program 604, player management data 610, game initial setting data 310 necessary for game execution control, and play data 620.
[0119] The server program 602 is a program that enables the online game server functionality of this embodiment. The distribution client program 604 is the original version of the client program 902 (see Figure 18) that is downloaded to the player terminal 1200.
[0120] Play data 620 is data related to gameplay (including captured gameplay) performed on player terminal 1200.
[0121] Figure 18 is a block diagram showing an example of the functional configuration of the player terminal 1200. According to Figure 18, the player terminal 1200 comprises an operation input unit 702, an image display unit 704, an audio output unit 706, a communication unit 708, a terminal processing unit 800, and a terminal storage unit 900. In the game system 1, the player terminal 1200 is responsible for the function of the human-machine interface.
[0122] The operation input unit 702 outputs operation input signals to the terminal processing unit 800 in response to various operation inputs from the player. This can be implemented using, for example, a touch panel, push switches or joysticks, touchpads, trackballs, accelerometers, gyroscopes, CCD modules, etc.
[0123] The terminal processing unit 800 is implemented, for example, by a microprocessor such as a CPU or GPU, or electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 702 and the terminal storage unit 900. It then controls the operation of the player terminal 1200 by executing various calculation processes based on predetermined programs and data, operation signals from the operation input unit 702, and received data from the server system 1000. The terminal processing unit 800 also includes a terminal calculation unit 810, a timing unit 820, a sound generation unit 826, and a communication control unit 828.
[0124] The terminal processing unit 810 includes an operation signal transmission control unit 812 and a display control unit 814, and performs control to enable the player terminal 1200 to function as a client device that communicates with the server system 1000.
[0125] The operation signal transmission control unit 812 performs processing to send various data and requests to the server system 1000 in response to operations performed on the operation input unit 702.
[0126] The display control unit 814 controls the display of game screens, operation screens, etc., based on various image data received from the server system 1000. It then generates image signals for displaying these images and outputs them to the image display unit 704. The image display unit 704 displays various images based on the image signals input from the display control unit 814. This can be implemented using image display devices such as touch panels, flat panel displays, projectors, and head-mounted displays.
[0127] The timing unit 820 uses the system clock to determine the current date and time.
[0128] The sound generation unit 826 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files. It generates sound signals such as game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 706. The sound output unit 706 outputs sound effects, background music, etc., based on the sound signals input from the sound generation unit 826.
[0129] The communication control unit 828 performs data processing related to data communication and enables data exchange with external devices via the communication unit 708. The communication unit 708 connects to the communication network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits of a wired communication cable, etc.
[0130] The terminal storage unit 900 stores system programs and various data necessary for the terminal processing unit 800 to implement a given function. It is also used as a workspace for the terminal processing unit 800 and temporarily stores calculation results performed by the terminal processing unit 800 according to various programs, as well as input data from the operation input unit 702. For example, it can be implemented using IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. The terminal storage unit 900 stores the client program 902 and the operation input data 910. The operation input data 910 is the operation data entered from the operation input unit 702.
[0131] While a client-server system was described as an example of game system 1, the examples of game system 1 are not limited to this. For example, a game system could be implemented using a computer system with multiple player terminals 1200 connected peer-to-peer. In this case, one of the player terminals 1200 would be responsible for the functions of the server system 1000 in the above-described embodiment. Alternatively, multiple player terminals 1200 could share the functions of the game management unit 510.
[0132] (Fourth variation) The game described above may be a multiplayer game in which multiple players can participate. For example, the game provided by game system 1 described in the third modified example may be an online multiplayer game. In that case, if multiple participating players succeed in capturing, the content of the capture result may be changed based on the combination of target characters that were captured.
[0133] Figure 19 shows an example of a game in which multiple players participate. In this example, two players 3a and 3b team up to participate in the same capture game, and the game screen shows players 3a and 3b's respective controlled characters 10a and 10b facing off against two target characters 14a and 14b. If both players 3a and 3b successfully capture target characters 14 (14a and 14b), then, similar to the first modified example described above, players 3a and 3b are each given a capture result as defined in the capture result setting table 326 associated with each target character 14 that they captured. Furthermore, players 3a and 3b are each given additional capture results based on the combination of target characters 14a and 14b they captured, for example, according to the additional capture result setting table 350 shown in Figure 13. [Explanation of symbols]
[0134] 1500...User device 200... Processing Unit 210...Game Calculation Unit 212... Capture Play Progress Control Unit 214…Presentation part 216...Department for Changing Results 218... Success / failure probability change section 300...Storage section 302... Game Program 310...Game initial settings data 320...Target character setting data 324…Evaluation definition data 325… Success / failure probability definition data 326... Capture results setting table 330... Play data 10...Operating character 12... The health gauge of the playable character 14…Target character 16... Target character's health gauge 18…Message 20... Success / failure probability gauge 22... Topic
Claims
1. A program for a computer system to control the progress of a game based on player inputs made using a user interface, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. The user interface includes a touch panel and / or an accelerometer capable of detecting multiple types of action operations. A success / failure probability setting means for setting the success / failure probability of capturing the target character in a variable manner based on the continuity status of each type of action operation and the type of the character. A capture play progress control means for controlling the progress of the capture play, which includes determining the success or failure of capturing the target character using the aforementioned success / failure probability. A program for causing the aforementioned computer system to function.
2. The success / failure probability setting means sets the success / failure probability using the continuous duration and / or number of consecutive actions of each type as the continuous status. The program according to claim 1.
3. The success / failure probability setting means sets the success / failure probability based on the difference between the health value of the operating character and the health value of the target character. The program according to claim 1 or 2.
4. A means for modifying the content of the capture results, which evaluates the progress of the capture play based on the continuous status and modifies the content of the capture results based on the evaluation results. A program according to any one of claims 1 to 3 for causing the computer system to function as described above.
5. A computer system that controls the progress of a game based on player inputs made using a user interface, The aforementioned game allows for capture play, where capturing a given target character results in either 1) making the target character an ally, or 2) incorporating part or all of the target character into the player's controllable character to change the appearance and / or settings of the controllable character. The user interface includes a touch panel and / or an accelerometer capable of detecting multiple types of action operations. A success / failure probability setting means for setting the success / failure probability of capturing the target character in a variable manner based on the continuity status of each type of action operation and the type of the target character, A capture play progress control means for controlling the progress of the capture play, which includes determining the success or failure of capturing the target character using the success or failure probability; A computer system equipped with the following features.