Program, game processing method, and game processing device.

JP7939632B2Active Publication Date: 2026-10-22RUDEL INC
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Patent Information

Application Number
JP2024135652
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-15
Publication Date
2026-10-22
Estimated Expiration
2044-08-15

AI Technical Summary

Benefits of technology

【0010】 本開示によれば、ユーザのゲームプレイに対する意欲をより向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

It is possible to further improve the user's motivation to play the game.SOLUTION: The game server 100 functions as a game processing device that executes a game having a growing part for growing a growing object. An automatic training mode execution processing part 110 executes a training part for training a first object as a training object in an automatic training mode in response to an automatic training start instruction. A manual training mode execution processing part 120 executes a training part for training a second object as a training object in a manual training mode based on the operation of a user in response to a manual training start instruction from the user. Then, the display processing part 140 displays that the raising of the first object is completed after the lapse of a prescribed time from the start in the automatic raising mode started by the automatic raising start instruction. Further, the reception processing section 150 receives the manual training start instruction before a predetermined time elapses from the start of the automatic training mode.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program for training a character in a game, a game processing method, and a game processing device.

Background Art

[0002] Conventionally, training simulation games for training characters in a game (hereinafter referred to as "training games") have been proposed (see, for example, Patent Document 1). A user trains a character in the game by making the character perform training or the like each turn.

[0003] For example, in the training game disclosed in Patent Document 1, a character is trained by executing a training item selected by a user each turn on a training screen. In the training game described in Patent Document 1, a plurality of support cards can be organized to support character training when starting to train a character.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of Invention

Problems to be Solved by the Invention

[0005] In the training game described in Patent Document 1, the effects generated by the support cards can provide a character training experience with high parameters, but there has been a demand for further improving the user's willingness to play the game through new gameplay features.

[0006] The present disclosure aims to further improve the user's willingness to play the game.

Means for Solving the Problems

[0007] One aspect of this problem is a program for causing a computer to run a game having a training part for training a training object, the program causing the computer to execute an automatic training mode execution process that, in response to an automatic training start instruction, executes the training part for training a first object as the training object in automatic training mode; a manual training mode execution process that, in response to a manual training start instruction from a user, executes the training part for training a second object as the training object in manual training mode based on the user's operation; a display process that, after a predetermined time has elapsed from the start of the automatic training mode execution process started by the automatic training start instruction, displays that the training of the first object has been completed; and a reception process that receives the manual training start instruction between the start and the elapsed time.

[0008] Another aspect of this problem is a game processing method for causing a computer to run a game having a training part for training a training object, the method comprising: an automatic training mode execution processing step which, in response to an automatic training start instruction, executes the training part for training a first object as the training object in automatic training mode; a manual training mode execution processing step which, in response to a manual training start instruction from a user, executes the training part for training a second object as the training object in manual training mode based on the user's operation; a display processing step which, with respect to the automatic training mode execution processing step started by the automatic training start instruction, displays that the training of the first object has been completed after a predetermined time has elapsed from the start; and a reception processing step which receives the manual training start instruction between the start and the elapsed time.

[0009] Furthermore, another aspect of the present invention is a game processing device that executes a game having a training part for training a training object, comprising: an automatic training mode execution processing means that executes the training part for training a first object as the training object in automatic training mode in response to an automatic training start instruction; a manual training mode execution processing means that executes the training part for training a second object as the training object in manual training mode based on the user's operation in response to a manual training start instruction from the user; a display processing means that displays that the training of the first object has been completed after a predetermined time has elapsed from the start in the automatic training mode started by the automatic training start instruction; and a reception processing means that receives the manual training start instruction between the start and the elapsed time. [Effects of the Invention]

[0010] According to this disclosure, it is possible to further enhance users' motivation to play games. [Brief explanation of the drawing]

[0011] [Figure 1] This is a block diagram showing the schematic configuration of a game system according to one embodiment of the present invention. [Figure 2] This figure shows an example of five practice menus displayed on a user terminal's game screen according to one embodiment of the present invention. [Figure 3] This figure shows an example of the hardware configuration of a game server according to one embodiment of the present invention. [Figure 4] This is a functional block diagram showing the configuration of functions provided by a game server according to one embodiment of the present invention. [Figure 5] This figure shows an example of the home screen displayed on a user terminal after the completion of automated training according to one embodiment of the present invention. [Figure 6] This flowchart shows the flow of the training part in the automatic training mode of a game system according to one embodiment of the present invention, as a processing sequence between the game server and the user terminal. [Figure 7] This figure shows an example of the home screen of the training section displayed on a user terminal according to one embodiment of the present invention. [Figure 8] This figure shows an example of the home screen when the automatic training mode cannot be executed in the training part displayed on the user terminal according to one embodiment of the present invention. [Figure 9] This figure shows an example of a scenario selection screen for the training part in the automatic training mode displayed on a user terminal according to one embodiment of the present invention. [Figure 10] This figure shows an example of a scenario selection screen for the training part in manual training mode displayed on a user terminal according to one embodiment of the present invention. [Figure 11] This figure shows an example of a character selection screen for the training part of the training section, which is displayed on a user terminal according to one embodiment of the present invention. [Figure 12] This figure shows an example of a support scheduling popup on the support scheduling screen displayed on a user terminal according to one embodiment of the present invention. [Figure 13] This figure shows an example of a friend selection screen, which is part of the support character selection screen for the training part displayed on a user terminal according to one embodiment of the present invention, and is used to select a support character for the friend slot. [Figure 14] This figure shows an example of a support scheduling popup on the support scheduling screen displayed on a user terminal according to one embodiment of the present invention. [Figure 15] This figure shows an example of a support device organization pop-up on the support device organization screen displayed on a user terminal according to one embodiment of the present invention. [Figure 16] This figure shows an example of a training policy setting pop-up on the training policy setting screen displayed on a user terminal according to one embodiment of the present invention. [Figure 17] This figure shows an example of an automatic training final confirmation popup on the automatic training final confirmation screen displayed on a user terminal according to one embodiment of the present invention. [Figure 18]This is a diagram illustrating an example of a scenario selection screen after automatic training starts, which is displayed on a user terminal according to an embodiment of the present invention. [Figure 19] This is a diagram illustrating an example of an automatic training content confirmation popup on the scenario selection screen displayed on the user terminal according to an embodiment of the present invention. [Figure 20] This is a diagram illustrating an example of an automatic training completion screen displayed on the user terminal according to an embodiment of the present invention. [Figure 21] This is a diagram illustrating an example of an automatic training summary popup on the automatic training completion screen displayed on the user terminal according to an embodiment of the present invention. [Figure 22] This is a diagram illustrating an example of a selected practice menu card information popup on the automatic training completion screen displayed on the user terminal according to an embodiment of the present invention. [Figure 23] This is a diagram illustrating an example of an acquired skill popup on the automatic training completion screen displayed on the user terminal according to an embodiment of the present invention. [Figure 24] This is a diagram illustrating an example of an automatic training completion screen including a development rank display, which is displayed on the user terminal according to an embodiment of the present invention. [Mode for Carrying Out the Invention]

[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that, in all the drawings, the same constituent elements are denoted by the same reference numerals, and redundant descriptions will be omitted as appropriate. In the following description, each constituent element of each device and system represents a function-unit block, not a hardware-unit configuration, unless otherwise specified. Each constituent element of each device and system is implemented by any combination of hardware and software, centered on the CPU of an arbitrary computer, a memory, a program loaded into the memory, a storage medium such as a hard disk storing the program, and a network connection interface. Various modifications exist for the implementation method and apparatus.

[0013] <Game System Configuration> Figure 1 is a block diagram showing the schematic configuration of a game system 1 according to one embodiment of the present invention. As shown in Figure 1, the game system 1 consists of a game server 100 and user terminals 200 connected to network A10.

[0014] Game server 100 is composed of one or more computers. The user terminal 200 is a computer terminal such as a smartphone or personal computer on which the user downloads and stores game application software (hereinafter referred to as "game app") 210. Network A10 refers to wired or wireless communication networks such as the Internet, LAN (Local Area Network), or WAN (Wide Area Network), including communication over 4G or 5G lines.

[0015] In the embodiments described below, one embodiment of the present invention will be described as a game in which a user (hereinafter also referred to as "game player" or simply "player") develops a character. More specifically, the user develops their own soccer player through the game. The following will describe the character development part of the game.

[0016] The game system 1 according to this embodiment is a system that provides the user with a training part in which the target character (the main character to be trained) is trained by performing training menus, events, matches, etc., and a character is generated with status (various ability parameters, skills, abilities, characteristics, etc.) linked to the training results. The training part is a game in which multiple "turns" ("turns" are units that divide a certain period of time or a series of actions in the game) are set as one set, as will be described later.

[0017] The following describes the sequence of steps in the training phase of this embodiment. Note that the following explanation of the processes is merely illustrative, and the names and quantities used in the explanation can be changed as appropriate. In the training part, the goal is to develop the target character by performing training menus, events, and matches within a set number of turns, and to create a character with superior stats.

[0018] The following describes an example of a training part in a game where a soccer player is trained, as an example of a game in which a character is trained. Note that the character to be trained in this invention is not limited to a soccer player. The character to be trained may be a character from a sports game such as baseball or tennis. The character to be trained may be a character from various genres of games, such as role-playing games, simulation games, or adventure games. The character to be trained may be a group of characters from multiple games (e.g., a team). Furthermore, the character to be trained is not limited to a character; it may be any object that is trained within the game.

[0019] The character being trained has multiple ability parameters, such as stamina, speed, physical strength, technique, intelligence, and kicking ability. These multiple ability parameters are examples of indicators of the character being trained's strength, and they increase, for example, by performing training menus on the character during the training phase. Training menus (hereinafter also referred to as training menu cards) are examples of choices that the user can select in each turn.

[0020] In each turn, by selecting options such as training menus or matches, the ability parameters of the character being trained, as well as other parameters related to the training part, will be updated according to the selected option. On the other hand, by selecting the rest option, the parameter corresponding to the character being trained's condition will be updated. Condition is a parameter that relates to the degree to which the character's ability parameters increase through training menus. When the character is in good condition, there is a higher probability that the degree to which the character's ability parameters increase through training menus will be greater. As described above, the options available to the user include training menus, rest, and matches.

[0021] Training menus include types such as weight training machines, full-speed shuttle runs, dribbling training, BLM shooting practice, and mental imagery training. The ability parameters that increase by performing training menus vary depending on the type of training menu. For example, in each of the multiple turns in the training phase, the user selects a training menu and has the character being trained perform it. The user progresses through the turns, selecting training menus for the character being trained in each turn so that the character's ability parameters approach those of an ideal soccer player. In the training phase of this embodiment, the effectiveness of training through the training menu changes depending on the training formation selected by the user.

[0022] When a user selects a scenario to run in the training part, they are taken to a screen where they can assemble a team for that training part. There, they select the character to be trained from their owned characters, a support player to assist in the training (hereinafter referred to as a support character), a special support card and an extra support card from their owned cards, and a support item from their owned support equipment. A scenario is equivalent to the story in the training part, and each scenario has different objectives, conditions for completion, events that occur, and rewards / points that can be obtained upon achieving training menu objectives.

[0023] Support characters, special support cards, and extra support cards are characters or cards that train or play practice matches with the character being trained. When an event related to the selected support character, special support card, or extra support card occurs during the training part, the increase in the training character's ability parameters gained through the training menu becomes greater, or the training character acquires new skills. Furthermore, support devices are items that provide additional benefits to the user during the training phase. Here, the training menu consists of special training menus linked to each character and card, and regular training menus that do not fall under the category of special training menus. Furthermore, special training menus become available in the training part by increasing the levels of the characters, special support cards, and extra support cards. Performing special training menus can trigger advantageous events in the training part, or they can significantly increase the ability parameter values ​​obtained by the character being trained compared to regular training menus. The levels of characters, special support cards, and extra support cards will be explained later.

[0024] In addition, one slot for a friend character may be available in the support character selection slots. The support character in the friend slot can be selected from, for example, characters that other users that the user follows have set up for lending. The support character in the friend slot plays a role in supporting the training of the character being trained, working together with the support character. By selecting a high-level friend support character whose training menus and training abilities are all unlocked, the user can proceed with training more advantageously in the training part. Training abilities are one of the effects exerted in the training part, and some affect the ability parameter values ​​of the character being trained, while others increase the effectiveness of the training menu.

[0025] In the training part of this embodiment, five training menus from among the training menus that the user can select are displayed on the game screen of the user terminal 200 during each turn. Figure 2 is a diagram showing an example of five training menus on the game screen 1000 displayed on the user terminal 200 according to one embodiment of the present invention. In this embodiment, the five training menus are exemplified as a muscle training machine 1001, full-speed shuttle run 1002, dribbling training 1003, shooting practice against BLM 1004, and image training 1005. In each turn of the training phase, the five training menus displayed on the game screen of user terminal 200 are training menus determined by lottery from a selection of special training menus and regular training menus.

[0026] Furthermore, the support character, special support card, and extra support card are linked to one of five training menus determined by lottery. In other words, in each turn, the user's terminal screen will display a support character, special support card, and extra support card linked to one of the training menus available to the user, determined by lottery.

[0027] Executing training menus linked to support characters, special support cards, and extra support cards can significantly increase the ability parameters of the character being trained and trigger events. Furthermore, selecting special training menus linked to support characters, special support cards, and extra support cards may trigger events (hereinafter referred to as special lectures) that greatly increase the ability parameter values ​​obtained by the character being trained. Additionally, random events may extend the turn. Extending turns increases the number of turns in a single training phase, allowing for more training menus and matches to be performed. In other words, extending turns increases the likelihood of further increasing the character's stats.

[0028] The training phase ends when a set number of turns have passed, or when the objectives set in the scenario are not achieved. The user then acquires a character with stats corresponding to the training results, and can assemble them into a team for use in battles and events, which will be described later.

[0029] In the training phase of this embodiment, users can develop the stats of the character they are training according to their preferences and strategies. For example, users can change how they train their character depending on their play style, such as prioritizing kicks, stamina, or speed. In this way, the character that the user has trained with time and effort will have a unique set of stats that are unlike any other. Additionally, users can select five characters they have trained in the training phase to form a team. Using this team, users can enjoy PVP content such as ranked matches where they battle other users, as well as regularly scheduled / limited-time event matches. Furthermore, since users acquire a character after completing the training part, it is possible to own multiple characters with the same name but different stats.

[0030] In the game system 1 shown in Figure 1, the training part is provided as a so-called cloud service by having one user access the game server 100 connected via network A10 through the game application 210 on the user terminal 200. In this embodiment, the case in which one user performs the training part using the user terminal 200 is described, but the same applies to the case in which multiple users each perform the training part using multiple user terminals operated individually, and such a description is omitted here.

[0031] <Example of game server hardware configuration> Figure 3 shows an example of the hardware configuration of a game server 100 according to one embodiment of the present invention. The game server 100 includes a bus 1010, a processor 1020, memory 1030, a storage device 1040, an input / output interface 1050, and a network interface 1060.

[0032] Bus 1010 is a data transmission path for the processor 1020, memory 1030, storage device 1040, input / output interface 1050, and network interface 1060 to send and receive data to and from each other. However, the method of connecting the processor 1020 and the other components to each other is not limited to bus connection.

[0033] The 1020 processor is a processor implemented in components such as the CPU (Central Processing Unit) and GPU (Graphics Processing Unit).

[0034] Memory 1030 is a main memory device implemented using RAM (Random Access Memory), etc.

[0035] The storage device 1040 is an auxiliary storage device that can be implemented as a removable media such as an HDD (Hard Disk Drive), SSD (Solid State Drive), or memory card, or as ROM (Read Only Memory), and has a recording medium. The recording medium of the storage device 1040 stores program modules that implement each function of the game server 100. The processor 1020 reads these program modules into memory 1030 and executes them, thereby realizing each function corresponding to that program module.

[0036] The input / output interface 1050 is an interface for connecting the game server 100 to portable storage devices such as USB memory sticks and other various input / output devices.

[0037] The network interface 1060 is an interface for connecting the game server 100 to network A10. The method by which the network interface 1060 connects to network A10 may be wireless or wired. The game server 100 may communicate with the user terminal 200 via the network interface 1060.

[0038] The user terminal 200 is a smartphone or personal computer, and its hardware configuration is the same as that of the game server 100 shown in Figure 3, so a detailed explanation is omitted here.

[0039] <Game Server Functional Configuration> Figure 4 is a functional block diagram showing the configuration of functions of a game server 100 according to one embodiment of the present invention. The game server 100 is a game processing device for executing a game that has a training part in which a user trains a target character using a user terminal 200, and includes the functions of an automatic training mode execution processing unit 110, a manual training mode execution processing unit 120, a choice execution processing unit 130, a display processing unit 140, and a reception processing unit 150. In addition, the display processing unit 140 is equipped with the functions of a summary information display processing means 140A and a digest display processing means 140B.

[0040] The automatic training mode execution processing unit 110 responds to the user's instruction to start the training part (hereinafter also referred to as automatic training) in automatic training mode and automatically executes the training part for training the character to be trained (hereinafter also referred to as the first object) selected by the user. Here, the first object is, for example, the character to be trained A that the user intends to train using automatic training mode. This automatic training is performed when the user selects the character to be trained and a scenario in automatic training mode, and selects support characters, special support cards, extra support cards, and support equipment. In other words, the training of the character to be trained, including increasing the ability parameter values ​​of the character to be trained, acquiring skills, and running matches, is performed automatically without any user operation. Furthermore, users can select specific ability parameters they wish to improve before starting automated training; details will be provided later.

[0041] The manual training mode execution processing unit 120 responds to a manual training start instruction from the user and executes a training part based on the user's operation to train the character to be trained (hereinafter also referred to as the second object) selected by the user. Hereinafter, the training part in manual training mode will also be referred to as manual training. The second object may be, for example, a character that the user wishes to manually raise, and may be a different type of character B than the first object, or it may be the same type of character A as the first object. In other words, in this embodiment, the user can raise the character through multiple training phases.

[0042] In the training section of this embodiment, the "automatic training mode" and "manual training mode" are functions that allow the user to decide how much control they want to have over the training of their characters (players). In manual training, users directly select the training menus for the character being trained and control which abilities are improved. This allows users to meticulously manage the growth of their character and create a character with ability parameters, skills, abilities, and traits linked to their own strategies and preferences.

[0043] On the other hand, in automatic training mode, the game system automatically executes the training phase, generating a character with linked ability parameters, skills, abilities, and characteristics. This allows the user to complete the training phase without having to manage detailed training. In other words, by selecting automatic training mode, the user is freed from detailed game operations and can perform battles or character gacha. Furthermore, since the user does not need to keep the game app running while waiting for the automatic training completion notification (described later), even busy users with time constraints can easily train their characters.

[0044] The choice execution processing unit 130 executes processing in each of the multiple turns included in the training part based on the choices related to the training of the selected character to be trained. Here, the choices related to the training of the character to be trained include training menus that increase various abilities, matches, rest, etc., as will be described later.

[0045] In this embodiment, as an example, after the user presses the automatic training start button 2977 (see Figure 17), a message indicating that the automatic training of the character to be trained is complete is displayed on the user terminal screen after 8 hours have elapsed. Figure 5 is a diagram showing an example of the home screen 2000 displayed on a user terminal 200 according to one embodiment of the present invention after the completion of automatic training. As shown in Figure 5, the home screen 2000 has a training banner 2010, which is a button for starting character training, i.e., the training part. Then, after 8 hours have elapsed since the automatic training start command, an automatic training completion display 2011, which says "Automatic Training / Complete," is displayed superimposed on the training banner 2010, indicating that the automatic training of the character to be trained is complete. Here, the completion display means a display that indicates that the automatic training is complete, and after the completion display, the user can check the training results from the automatic training (see Figures 20 to 24, etc., described later). In other words, until 8 hours have passed since the user initiated the automatic training, the user cannot check the training results of the character being trained through automatic training. However, the time required to complete automatic training is not limited to 8 hours; it may be longer or shorter. Furthermore, the time required to complete automatic training may be shortened through conditions such as charging or consuming special items, as described later, or the user may be able to check the training results from automatic training without displaying a completion notification.

[0046] However, the automated training itself on the game server 100 or user terminal 200 does not actually require 8 hours; for example, the automated training process may be completed immediately after the start button is pressed. In other words, the automated training process itself may actually be completed before 8 hours have passed since the instruction to start automated training, but the display on the user terminal 200 may be restricted so that the completion is not displayed to the user until 8 hours have passed.

[0047] In this embodiment, as shown in Figure 19 later, the user can press the instant completion button 3042 and consume an item to display the completion status on the user terminal 200 before 8 hours have elapsed since the automatic training start command. If the automatic training process completion status could be displayed immediately after the automatic training process is started without adding conditions such as item consumption, there is a concern that the user's motivation to perform manual training would decrease. However, this disclosure can prevent such concerns by making the consumption of items a condition. Furthermore, such items can also be charged.

[0048] Furthermore, the summary information display processing means 140A, in the display processing by the display processing unit 140, displays a message indicating that automatic training has been completed, and then, after confirmation by the user (such as pressing a button on the screen as described later), displays summary information about the content of the training part executed in automatic training mode. The digest display processing means 140B may also display a digest of the training scenes in the training part executed in automatic training mode in the display processing by the display processing unit 140. The digest display processing will be described later.

[0049] The reception processing unit 150 can also receive a user's instruction to start a training part in manual training mode during a predetermined time period from the start of automatic training.

[0050] The various functions of the game server 100 are implemented by the hardware configuration shown in Figure 3. Furthermore, the above functions of the game server 100 are executed based on requests from the user terminal 200, generating the necessary data for screen display and other functions on the user terminal 200 as response data and sending it to the user terminal 200.

[0051] Figure 6 is a flowchart showing the automated training process in a game system 1 according to one embodiment of the present invention, in terms of the processing sequence between the game server 100 and the user terminal 200.

[0052] In game system 1, when a user launches a game application 210 downloaded to user terminal 200 and logs in (step S201), a login request is sent from user terminal 200 to game server 100. Based on this request, game server 100 performs user authentication and approves the login (step S101). More specifically, for example, when a user launches the game application 210, the user terminal 200 generates authentication information, including a user ID, and sends it to the game server 100 along with a login request. When the game server 100 receives the authentication information from the user terminal 200, it compares the received authentication information with the user ID stored on the server side to confirm whether the user attempting to log in matches a user registered with the game server 100. Based on the confirmation that the user attempting to log in matches a registered user, the game server 100 approves the user's login.

[0053] Once the login is approved, the user terminal 200 displays the home screen 2100 shown in Figure 7 on the terminal's display screen, based on the user information stored in the game server 100 (step S202). Figure 7 shows an example of a home screen 2100 of a game application displayed on a user terminal 200 according to one embodiment of the present invention. As shown in Figure 7, the home screen 2100 includes a training banner 2110, which is a button for starting character development, i.e., the training part.

[0054] Here, an automatic training availability indicator 2111, labeled "Automatic Training / Available," is placed superimposed on the training banner 2110 located on the home screen 2100 shown in Figure 7, indicating that automatic character training is possible. Note that automatic training by the user may be enabled only when the team level reaches a predetermined stage or higher through character development. Team level is an indicator that represents the overall strength of a team formed by selecting five characters that have completed their training. In other words, until automatic training becomes possible, the user will form a team with characters trained using the manual training mode described later. In this embodiment, the explanation was given using a team of five characters, but the number of characters that can be formed into a team is not limited to this.

[0055] On the other hand, Figure 8 shows an example of the home screen 2100 when the automatic training mode cannot be executed in the training part displayed on the user terminal 200 according to one embodiment of the present invention. On the training banner 2110 placed on the home screen 2100 shown in Figure 8, an automatic training unavailable display 2112 is superimposed on the automatic training available display 2111, with the display portion grayed out or color shifted to a lighter color. By visually changing the display color in this way, it is visually indicated that the element is currently unavailable, that is, the automatic training function is not unlocked. Additionally, to indicate that automatic training is unavailable, a key icon or similar symbol may be placed, or superimposed on the grayed-out area as described above, to show the user playing the game that the function is not yet unlocked.

[0056] To start the training part, the user selects it by pressing the training banner 2110 located on the home screen 2100 shown in Figure 7 or Figure 8, or by clicking, tapping, or placing the cursor over it and executing a confirmation command (step S202). When the user terminal 200 detects that the user has selected a training banner 2110, it sends a request to the game server 100 to start the training part. Based on this start request, the game server 100 generates response data, such as a scenario list for the scenario selection screen to be displayed on the user terminal 200, and sends it to the user terminal 200 (step S102).

[0057] The user terminal 200 receives response data such as a scenario list from the game server 100 and displays the scenario selection screen 2200 shown in Figure 9 (step S203). Figure 9 is a diagram showing an example of the scenario selection screen 2200 displayed on the user terminal 200 according to one embodiment of the present invention, where the execution mode of the training part is the automatic training mode. As shown in Figure 9, the scenario selection screen 2200 is provided with a scenario selection unit 2210, a training switch button 2220, a training enabled button 2230, and a "remaining number of automatic training sessions" display 2240, etc.

[0058] The scenario selection unit 2210 displays multiple scenarios 2211 to 2213, and the user selects the scenario to run in this training by swiping the scenario selection unit 2210 to the left or right (step S203). The scenario displayed in the center of the scenario selection unit 2210 may also be selected as the target scenario.

[0059] In the scenario selection screen 2200 shown in Figure 9, the training switch button 2220 is a button that switches the execution mode of the training part between automatic training mode and manual training mode. For example, when the execution mode of the training part is in automatic training mode, the user can switch the execution mode of the training part to manual training mode by pressing the training switch button 2220.

[0060] Furthermore, the "Trainable" button 2230, which displays "Trainable," indicates that automatic training can be performed in the currently selected scenario. In other words, in this embodiment, the user executes automatic training in the currently selected scenario by selecting the "Trainable" button 2230. At this time, information about the selected scenario is sent from the user terminal 200 to the game server 100. Next, the game server 100 generates a character list related to the characters owned by the user and sends the data (character information) necessary for displaying the character selection screen on the user terminal 200 to the user terminal 200 (step S103). After that, the character selection screen 2400 for selecting the character (object) to be trained is displayed on the display screen of the user terminal 200, as will be described later using Figure 11 (step S204). In addition, the data sent to the user terminal 200 in step S103 includes data necessary for displaying the screen for selecting support characters and support equipment, which will be described later.

[0061] Furthermore, the number of times automatic training can be performed may be limited to a predetermined number or less. In addition, the execution of the automatic training mode may require payment or the consumption of items, thereby giving the execution process of the automatic training mode itself a premium value. In this regard, the scenario selection screen 2200 shown in Figure 9 includes a "Remaining Automatic Training Sessions" display 2240. In this embodiment, the user is allowed to perform automatic training 50 times, and three automatic training sessions have already been performed, meaning there are 47 automatic training sessions remaining, as can be seen from the "Remaining Automatic Training Sessions" display 2240. The "Remaining Automatic Training Sessions" may be updated to 50 times, for example, when the date changes, or it may be updated to 50 times or the remaining sessions may be increased by consuming a predetermined item or making a payment.

[0062] As described above, when the training part's execution mode is set to automatic training mode, the user can switch the training part's execution mode to manual training mode by pressing the training switch button 2220. Here, Figure 10 shows an example of the training part's scenario selection screen 2300 when the training part's execution mode displayed on the user terminal 200 according to one embodiment of the present invention is manual training mode. Furthermore, by selecting the training execution button 2330 which displays "Next," the currently selected scenario can be executed as manual training. At this time, the information of the selected scenario is sent from the user terminal 200 to the game server 100, and the game server 100 sends the data necessary to display the screen for selecting the character to be trained to the user terminal 200. Subsequently, the user terminal 200 displays a character selection screen for training, in which the user selects the character (object) to be trained based on the data necessary to display the screen for selecting the character to be trained.

[0063] As shown in Figure 10, the scenario selection screen 2300 includes a scenario selection unit 2310 and a training switch button 2320. The scenario selection unit 2310 displays multiple scenarios, similar to the automatic training mode, and the user swipes left or right to select a scenario to be executed in manual training. The training switch button 2320 switches between manual training mode and automatic training mode. When the user presses the training switch button 2320, the system switches to executing automatic training as shown in Figure 9. Furthermore, the user can confirm whether the scenario selection screen displayed on the user terminal 200 is in automatic training mode or manual training mode using the training part execution mode display unit 2250 shown in Figure 9 and the training part execution mode display unit 2350 shown in Figure 10.

[0064] As described above, once the execution mode for the training part and the scenario to be executed in the training part are selected, the user assembles the team to execute the training part according to the screen displayed on the user terminal 200. In assembling the team, the user selects the character to be trained, support characters, special support cards, extra support cards, and support equipment. Figure 11 is a diagram showing an example of a character selection screen 2400 for the training part displayed on a user terminal 200 according to one embodiment of the present invention. As shown in Figure 11, the character selection screen 2400 is arranged with a character selection unit 2410, a status display unit 2420, and a confirmation button 2430, etc.

[0065] The character selection section 2410 displays icons 2410A of multiple characters (objects to be trained) held by the user. The icon of the currently selected character to be trained may have a focus indicator, such as a frame, placed around it, as shown in icon 2410A in Figure 11, to indicate that it is selected.

[0066] Furthermore, the icons for these multiple characters to be trained also serve as selection buttons that the user can choose from, and the ability parameter values ​​of the selected character to be trained are displayed in the status display section 2420. Each character being trained is given multiple abilities and their corresponding ability values ​​that can be updated during the training phase. In this embodiment, for example, there are six types of abilities: "Stamina," "Speed," "Physical," "Technique," "Intelligence," and "Kick," and ability parameter values ​​are given for each of these abilities.

[0067] When the user selects a character to train in the character selection unit 2410, they press the confirmation button 2430, which displays "Next," to confirm the selected character to train (step S204). The selection information of the character to train selected by the user on the character selection screen 2400, etc., is sent from the user terminal 200 to the game server 100.

[0068] Furthermore, in step S204, when the user presses the confirm button 2430 to confirm the selection of the character to be trained, the screen then transitions to a screen for selecting support characters to support the training menu and matches of the character to be trained, which will be executed in the training part. The user selects five support characters to be included in the team, as described later, using the screen displayed on the user terminal 200, and then uses the subsequent screen to select special support cards, extra support cards, and support equipment to be included in the team (step S205).

[0069] In the training part of this embodiment, support characters are players who practice and play practice matches together with the character being trained. During the execution of the training menu, events related to the selected support characters may occur, or the character being trained may acquire new skills. Support equipment is an item that adds training abilities to your training team. Each support equipment has its own training ability, and by including it in your team, you can reflect that training ability in the training phase. For example, there are training abilities that directly affect ability parameters, and training abilities that increase the ability parameter values ​​obtained through training. Support equipment does not work just by possessing it; it must be included in your team to activate its training ability. The number of support equipment items that can be included in your team changes depending on the level of the character you are training; for example, the higher the character's level, the more you can include.

[0070] Support formation refers to the formation of a support team in the training phase, consisting of support characters, special support cards, and extra support cards that assist in the training of the target character. The characters and cards included in the support team provide advantageous effects regarding the increase in the target character's ability parameters and the acquisition of skills. Note that the target character and support characters do not have to be the same character. Furthermore, the support equipment configuration involves arranging support equipment that possesses training capabilities. The support equipment included in the configuration provides advantageous effects regarding the increase in ability parameter values ​​and skill acquisition that are updated during the training phase of the character being trained. The user's selection information, such as the support formation and support equipment formation selected on the character selection screen 2400, is sent from the user terminal 200 to the game server 100.

[0071] Here, we will specifically describe the support organization and support equipment organization in the training part according to this embodiment. Figure 12 shows an example of a support arrangement popup 2540 on a support arrangement screen 2500 displayed on a user terminal according to one embodiment of the present invention. In Figure 12, the support arrangement popup 2540 is equipped with a support character display unit 2541 that displays the currently selected support character, etc.

[0072] In this embodiment, the characters that the user owns to train, the characters that can be selected as support characters, and the special support cards and extra support cards each have levels assigned to them. Increasing the level increases the types of special training menus that can be performed in the training part, and unlocks or increases the effectiveness of training abilities. In addition, for characters, increasing the level increases the initial value of the ability parameter values ​​that can be updated in the training part. In other words, increasing the level of the characters owned by the user is important for training characters with high ratings in the training part. In particular, many of the special training menus that can be performed at a high level are highly effective, providing a significant benefit to users in the training phase.

[0073] Furthermore, in the training part according to this embodiment, a condition parameter is set that is related to the degree to which the ability parameters obtained by the training target character through the execution of the training menu. When the condition is good, there is a higher possibility that the degree to which the ability parameters obtained by the training target character through the execution of the training menu will be greater. In other words, in order to train a character with a high evaluation in the training part, it is also important to choose the rest option appropriately in each turn. This is because if the condition of the training target character deteriorates, there is a higher possibility that the ability parameter values ​​that increase through the training menu will decrease.

[0074] In the training part according to this embodiment, the support formation is composed of a total of five support characters: four support characters and one support character in the friend slot, three special support cards, and one extra support card. For example, a user can select a support character to set in each of the five slots displayed in the support character display section 2541 of the support formation popup 2540 by pressing each of the slots. Pressing the rightmost slot, indicated by reference numeral 2541A, allows the user to set a support character for the friend slot. Alternatively, when a user presses a support character icon, detailed information about that support character may be displayed in a popup before the user can select the support character to set in the slot where that icon is located.

[0075] Figure 13 shows an example of a friend selection screen 2600, which is part of the support character selection screen for the training part displayed on a user terminal 200 according to one embodiment of the present invention, and is used to select a support character for the friend slot. As shown in Figure 13, the friend selection screen 2600 is arranged with a character selection unit 2610 and a confirmation button 2620, etc.

[0076] The character selection unit 2610 displays a row of icons 2610A of multiple characters that the user can select. The icon of the currently selected support character may have a focus indicator, such as a frame, placed around it, as shown in icon 2410A in Figure 11, to indicate that it is selected. Furthermore, since a character of the same type as the character selected as the target character for training cannot be selected as a support character, the icon 2610A may be displayed with a text such as "Target Character for Training" or grayed out to visually indicate to the user that it is unavailable.

[0077] As described above, after the user selects the character they want to set as a support character, pressing the OK button 2620 displays a pop-up similar to the support formation pop-up 2540 shown in Figure 12. Figure 14 shows an example of the support formation pop-up 2540 on the support formation screen 2500 displayed on a user terminal according to one embodiment of the present invention. Here, in the support character display section 2541 on the support formation pop-up 2540, the icon 2541B of the newly set support character is placed in place of the character addition button 2541A. Although the above description focused on forming a support character in the friend slot, the process for selecting cards to form a team is similar when pressing the slots of the four support characters other than the slot indicated by 2541A, or when pressing slots other than the support character display section 2541, i.e., slots displayed as special support cards or extra support cards. After the support configuration is complete, the user presses the OK button 2520 to proceed to the screen for configuring the support equipment.

[0078] Figure 15 shows an example of a support device organization popup 2750 on a support device organization screen 2700 displayed on a user terminal according to one embodiment of the present invention. Here, a support device display unit 2751 is placed on the support device organization popup 2750, and the user can select the support devices to be organized by pressing and selecting the icons of the support devices displayed on the support device display unit 2751. Note that Figure 15 is explained based on the case where icons of support devices are displayed on the support device display unit 2751, that is, when support devices have already been organized. However, if no support devices to be organized have been selected, the icons of support devices will not be displayed in the frame of the support device display unit 2751, and instead, it may be displayed that no support devices have been organized. Additionally, when a user clicks on a support device icon, detailed information about that support device may be displayed in a pop-up window, after which the user may be able to select the support device to be set in the frame where the icon is located.

[0079] In this embodiment, the characters, cards, and support items described above can be obtained, for example, by a method that uses randomness and chance to determine the content to be acquired, such as a "gacha" system. Alternatively, characters, cards, and support items may be distributed as rewards for events or missions conducted within the game app.

[0080] After the support equipment configuration is complete, the user presses the confirm button 2720 to display a pop-up screen for setting the training policy. That is, the game server 100, having received selection information such as the character to be trained, support configuration, and support equipment configuration from the user terminal 200, generates a list of training policies for the character to be trained and sends this information to the user terminal 200 (step S104). Then, the user terminal 200 displays a training policy setting pop-up 2860 for setting the training policy for the selected character to be trained, as shown in Figure 16 (step S206).

[0081] Figure 16 shows an example of a training policy setting popup 2860 on a training policy setting screen 2800 displayed on a user terminal 200 according to one embodiment of the present invention. The training policy setting popup 2860 displayed on the training policy setting screen 2800 is for setting the abilities to be emphasized when training a character to be trained through automatic training, that is, the abilities to be developed through automatic training. In the example shown in Figure 16, a pop-up is displayed indicating that the "Focus on Kick" button 2861 has been pressed to prioritize "Kick" among the six abilities. If the user wants to prioritize any other ability, they can simply press the button for that ability (for example, the "Focus on Stamina" button 2862).

[0082] After selecting the abilities the user wants to prioritize, the user presses the confirmation button 2863, which displays "Next," to determine the training plan (step S206). As a result, the user terminal 200 sends the training plan selection information to the game server 100, and the game server 100 generates response data containing the information necessary to generate the final confirmation screen for automated training (an automated training final confirmation popup 2970 as shown in Figure 17) to be displayed on the user terminal 200, and sends it to the user terminal 200 (step S105).

[0083] When the user terminal 200 receives response data from the game server 100, it displays the automatic training final confirmation popup 2970 for final confirmation of the training policy settings for the training character shown in Figure 17, instead of the training policy setting popup 2860 (step S207). Figure 17 shows an example of an automatic training final confirmation popup 2970 on the automatic training final confirmation screen 2900 displayed on a user terminal 200 according to one embodiment of the present invention. The automatic training final confirmation popup 2970 includes a selected scenario display 2971 showing the selected scenario, a training policy display 2972 ​​showing the selected training policy, and a training target character display 2973 showing the character to be trained. In addition, there is also an "automatic training remaining attempts" display 2974 which indicates that the number of times automatic training can be performed will decrease by 1 when automatic training is performed.

[0084] Here, the automatic training final confirmation popup 2970 shown in Figure 17 includes a training time display 2975. In the training part according to this embodiment, the time required to complete one automatic training for the character being trained is set to 8 hours. This time is set with game balance in mind. In other words, if automatic training could be performed repeatedly in a short time, the user's motivation to perform the training part in manual training mode would decrease. From another perspective, the 8-hour time setting takes advantage of the characteristics of a real-time game, and for example, a user can start automatic training before going to bed, creating a lifestyle where the automatic training is completed by the time they wake up.

[0085] Furthermore, while waiting for the automatic training to complete, the training time can be shortened by making a payment or consuming special items. As a mechanism for shortening the automatic training time through payment, for example, a "Purchase Time Reduction Pass" button 2976 located on the automatic training final confirmation popup 2970 shown in Figure 17 could be pressed to display a popup screen where the user can purchase a pass that shortens the automatic training time, and the user can purchase the pass by making a payment on that screen. In this case, possible types of passes that the user can purchase include one that shortens the automatic training time from 8 hours by 2 hours to 6 hours. This pass may have a certain validity period, for example, it may be usable anytime within 30 days from the date of purchase. Also, this time reduction may include immediate completion of the automatic training, i.e., reducing the time required for 8 hours of automatic training to 0.

[0086] Returning to Figure 17, when the user presses the automatic training start button 2977, automatic training of the target character begins according to the conditions set by the user (step S208). To start automatic training, a request to start automatic training (start instruction) is sent from the user terminal 200 to the game server 100, and various processes are performed on the game server 100.

[0087] When the automatic training is started by pressing the automatic training start button 2977, the screen display on the user terminal 200 transitions to the scenario selection screen 3000 shown in Figure 18. Figure 18 shows an example of a scenario selection screen 3000 displayed on a user terminal 200 according to one embodiment of the present invention after the start of automatic training. Below the scenario selection screen 3000, information regarding the ongoing automatic training is displayed as the ongoing training display banner 3010. The ongoing training display banner 3010 may, for example, display an icon representing the character being trained, the remaining time until the automatic training is complete, and a banner image of the selected scenario. Users can check information regarding the ongoing automatic training on the scenario selection screen 3000. The remaining time until the automatic training is complete may also be displayed as a real-time countdown timer.

[0088] In the training portion of this embodiment, for example, it is possible to perform up to 50 automated training sessions per day. Here, in the scenario selection screen 2200 shown in Figure 9, the "Remaining Automatic Training Sessions" display 2240 is located. In this embodiment, as shown in Figure 9, it can be seen that three automatic training sessions have already been performed, and 47 automatic training sessions remain available. On the other hand, the execution of the automatic training described above consumes one of the available automatic training sessions, and as shown in Figure 18, the remaining number of available automatic training sessions displayed in the "Remaining Automatic Training Sessions" display 3020 is 46. When the user clicks the banner 3010 displaying the ongoing training, a pop-up 3040 confirming the details of the ongoing automated training, as shown in Figure 19, is displayed on the user terminal 200's screen.

[0089] Figure 19 shows an example of an automatic training content confirmation popup 3040 displayed on a scenario selection screen 3000 on a user terminal 200 according to one embodiment of the present invention, which allows the user to check the contents of the automatic training. As shown in Figure 19, the automatic training content confirmation popup 3040 displayed during the execution of automatic training includes a training cancellation button 3041 and an immediate completion button 3042. When the user presses the training cancellation button 3041, the ongoing automatic training is stopped. In this case, the remaining number of available automatic training sessions does not increase. Also, if the ongoing automatic training is stopped, the user will not be able to acquire the character that was completed during training.

[0090] Furthermore, when the automatic training content confirmation popup 3040 is displayed, if the user presses the instant completion button 3042, the automatic training can be instantly completed regardless of the remaining time until completion, in exchange for subscribing to a paid plan or consuming items. In this case, subscribing to a paid plan or consuming items may include, for example, purchasing a pass, consuming gems, or consuming special items. Specifically, instant completion can also be achieved by consuming "gems," which are a type of virtual currency used in this training part and are used to perform various actions in the game or purchase specific items. Alternatively, instant completion of automatic training may be enabled by consuming special items other than those mentioned above. Furthermore, when the user presses the instant completion button 3042, a confirmation pop-up screen may be displayed before the consumption of items, etc., to ask if it is alright to instantly complete the automatic training in exchange for consuming items, etc.

[0091] When automatic training is started and a predetermined time (8 hours in this embodiment) has elapsed, the game server 100 generates response data containing the information necessary to generate the automatic training completion screen 3100 as shown in Figure 20, and sends it to the user terminal 200 (step S106). The user terminal 200 then displays the automatic training completion screen 3100 (step S209). Alternatively, the automatic training completion screen 3100 may be displayed by the user pressing the automatic training completion display 2011 on the home screen after the automatic training is completed, as shown in Figure 5.

[0092] Furthermore, when the user presses the "Complete Immediately" button 3042 on the automatic training content confirmation popup 3040, the automatic training completion screen 3100 is displayed on the user terminal 200 without waiting for the predetermined time (for example, 8 hours in this embodiment) to elapse.

[0093] During automated training, training logs will be saved on game server 100 so that users can review them later. These training logs will be used to display the automated training summary, which will be described later.

[0094] Figure 20 shows an example of an automatic training completion screen 3100 displayed on a user terminal 200 according to one embodiment of the present invention. The automatic training completion screen 3100 is a screen that displays the training results of a character whose training has been completed through automatic training, and includes a status display 3110 that shows the improved ability parameter values ​​and acquired skills through automatic training.

[0095] Furthermore, the automatic training completion screen 3100 is equipped with an automatic training summary button 3120. When the user presses the automatic training summary button 3120 (step S209), a request for display of summary information is sent from the user terminal 200 to the game server 100. Then, the game server 100 generates response data containing the information necessary to generate the automatic training summary screen and sends it to the user terminal 200 (step S107). As a result, the user terminal 200 displays summary information summarizing the content of the automatic training as an automatic training summary popup 3140, as shown in Figure 21 (step S210).

[0096] Figure 21 shows an example of the display shown when the automatic training summary popup 3140 is pressed on the automatic training completion screen 3100 displayed on a user terminal 200 according to one embodiment of the present invention. The automatic training summary popup 3140 displays summary information such as the following.

[0097] 1) Information regarding the number of turns in automated training In this embodiment, as an example, each of the goals set in the scenario is listed vertically as a checkpoint, and the number of turns elapsed at each checkpoint and the number of extended turns, if any, are displayed separately. This information allows the user to see how many turns have elapsed up to each checkpoint. Here, the display color of extended turns may be made different from the display color of elapsed turns to make them stand out. If no turn extension occurs, the "+(extended turn count)" may be hidden. The reason why information on extended turns is included in the summary information is that in normal manual training, the user can recognize the turn extension process, but in automated training, they may not be able to recognize that a turn has been extended.

[0098] 2) Information regarding the content of automated training 2-1) Information regarding the choices made through the choice execution process in the training part (for example, information regarding the selected training menu card and the number of rests taken). 2-2) Information regarding skills acquired by the character being trained during the automatic training mode execution process (for example, the type of skill acquired and its level). 2-3) Information regarding the number of times an event or effect that is advantageous for the training of the target character occurs during automated training (for example, the number of times a special lecture is performed).

[0099] In the training part of this embodiment, for example, by executing training menus associated with support characters or special cards, the ability parameter values ​​of the character being trained may be increased further, or various events advantageous for training may occur. In addition, randomly occurring events may make the condition of the character being trained more favorable. The summary information in this embodiment displays how many of the aforementioned events or effects advantageous for training the character being trained have occurred.

[0100] The automatic training summary popup 3140 shown in Figure 21 displays summary information about the training content 3141 of the automatic training, such as "selected training menu card information," "acquired skills," and "number of special lectures performed." Furthermore, on the automatic training summary popup 3140, a numerical value is displayed on the popup screen, for example, as shown in display 3141A, which indicates that the number of times a "Special Lecture" has occurred under specific conditions is "26," as the "Number of Special Lecture Executions." In cases where there is too much content to display on the automatic training summary popup 3140, such as "Selected Training Menu Card Information" or "Acquired Skills," "Details" buttons 3141B and 3141C are provided, allowing the user to view more detailed information by pressing the "Details" button corresponding to the summary they wish to check.

[0101] Here, when the user presses the "Details" button 3141B of the selected training menu card information on the automatic training summary popup 3140, a training menu card information popup 3150 showing the type and number of repetitions of the training menu selected in the automatic training is displayed, as shown in Figure 22. Figure 22 is a diagram showing an example of the selected training menu card information popup 3150 on the automatic training completion screen 3100 displayed on the user terminal 200 according to one embodiment of the present invention. When the user presses the "Close" button 3152 on the selected training menu card information popup 3150, the popup closes and the display returns to the automatic training summary popup 3140 shown in Figure 21.

[0102] Furthermore, when a user presses the "Details" button 3141C for acquired skills on the automated training summary popup 3140, an acquired skills popup 3160 is displayed, as shown in Figure 23, which shows the types of skills acquired during automated training and the level of each skill. Figure 23 is a diagram showing an example of the acquired skills popup 3160 on the automated training completion screen 3100 displayed on a user terminal 200 according to one embodiment of the present invention. The user can then scroll through the screen to confirm which types of skills were acquired and at what level. When the user presses the "Close" button 3162 on the acquired skills popup 3160 selected by the user, the popup closes and the display returns to the automatic training summary popup 3140 shown in Figure 21.

[0103] Furthermore, the user can close the automatic training summary popup 3140 by pressing the "Close" button 3142 on the automatic training summary popup 3140, and transition to the automatic training completion screen 3100 shown in Figure 20. Then, when the user presses the "Complete" button 3130 on the automatic training completion screen 3100 shown in Figure 20, the screen transitions to the automatic training completion screen 3200, which displays the training rank, which is the evaluation of the character trained through automatic training.

[0104] Figure 24 is a diagram showing an example of an automatic training completion screen 3200 displayed on a user terminal 200 according to one embodiment of the present invention, which includes a display of the training rank, which is an evaluation of the character trained through automatic training. As shown in Figure 24, the automatic training completion screen 3200 includes a training rank display 3210, which includes the training rank achieved through automatic training. Furthermore, the automatic training completion screen 3200 is equipped with a "Retrain with the same formation" button 3220. When the user presses the "Retrain with the same formation" button 3220, the training target character whose training has been completed is made available to the user, and the automatic training final confirmation popup 2970 shown in Figure 17 is displayed. Based on the procedure described above, automatic training is started with a team based on a support formation and support equipment formation using characters of the same type, allowing the user to train the same type of target character.

[0105] Then, on the automatic training completion screen 3200 shown in Figure 24, when the user presses the "Complete" button 3230, the automatic training is completed, and the user transitions to, for example, the scenario selection screen 2200 shown in Figure 9. As a result, the character that has been trained can be added to the team formation by the user as a trained character. Furthermore, users will be able to set up automatic training for raising characters of the same type and different types from the beginning. In the training part of this embodiment, as mentioned above, it is possible to raise multiple characters of the same type. Note that, for example, a character named "Yamada Taro" and a character named "Suzuki Ichiro" are different types of characters because they are fundamentally different people, even if they are trained in the same scenario.

[0106] Furthermore, in the game system 1 according to this embodiment, after the training of the first object described above by automatic training mode is completed on the user terminal 200, or during the training, a digest display process may be performed to display a video digest of the training scenes up to the completion of training, or up to the point of training, in the training part of the first object. This allows the user to review the training scenes, etc.

[0107] Furthermore, regarding this digest display process, the user terminal 200 may display a digest of training scenes from the training part of the target character, either up to the completion of training or up to the middle of training. For example, training scenes in which the target character's ability parameter value increases to a predetermined value or the turn in which the ability parameter value increased the most due to the execution of the training menu. This makes it possible to display only the exciting climax scenes in a short amount of time, thus providing a more engaging game.

[0108] Furthermore, the manual training mode execution processing unit 120 executes manual training in response to a manual training start instruction from the user. Here, the user may select a second object different from the first object selected as the training target character in automatic training, or they may select the first object, as the training target character to be trained in the training part of manual training mode.

[0109] In this way, even while the first object is being trained automatically and the message indicating the completion of automatic training is displayed, the user can start training a second object different from the first object, or the same first object, manually. This allows for the training of multiple objects using a variety of automatic and manual training patterns within the training part of the game, providing a highly engaging game experience.

[0110] As described above, in the training part of this embodiment, automatic training is performed automatically even when the user is not playing the game, so even users who do not have much time to play the game can easily train their characters. In addition, since manual training can be performed while waiting for the message indicating that automatic training is complete to be displayed, users who want to play more can train more characters in this embodiment. On the other hand, with automated training, users cannot select events or training menus, nor can they make detailed choices regarding skill acquisition. Therefore, users need to choose between automated and manual training depending on how much detail they want to control in their training.

[0111] The sequence diagram (Figure 6) of the above embodiment is merely one embodiment. There may be processes other than those described using Figure 6, some of the processes described in Figure 6 may be omitted, or the order of the processes may be changed, without altering the spirit of the present invention.

[0112] While embodiments of the present invention have been described above, the embodiments disclosed herein should be considered in all respects to be illustrative and not restrictive. The scope of this invention is indicated not by the above description but by the claims, and all modifications within the meaning and scope of equivalents of the claims are intended to be included. [Explanation of Symbols]

[0113] 1. Game System 100 game servers 110 Automatic growth mode execution processing unit 120 Manual growth mode execution processing unit 130 Option Execution Processing Unit 140 Display Processing Unit 140A Summary Information Display Processing Means 140B Digest display processing means 150 Reception Processing Unit 200 user terminals 210 game apps 1010 Bus 1020 Processor 1030 memory 1040 Storage Devices 1050 Input / Output Interface 1060 Network Interfaces A10 Network

Claims

1. A program for causing a computer to run a game that has a training part in which training objects are trained, To the aforementioned computer, An automatic training mode execution process that, in response to an automatic training start instruction, executes the training part in automatic training mode to train the first object as the training object, A manual training mode execution process that, in response to a manual training start instruction from the user, executes the training part which trains a second object as the training object in a manual training mode based on the user's operation, Regarding the automatic growth mode execution process initiated by the automatic growth start instruction, a display process is performed to indicate that the growth of the first object has been completed after a predetermined time has elapsed from the start. Between the start and the elapsed time, a reception process is performed to receive the manual cultivation start instruction, Make it run, The display process shortens the time it takes to display that the cultivation of the first object has been completed when the automatic cultivation mode execution process initiated by the automatic cultivation start instruction is met, The aforementioned predetermined conditions are that the user consumes a predetermined item that the user possesses in the game, or that the user subscribes to a paid plan. program.

2. The aforementioned training part includes multiple turns, To the aforementioned computer, In each of the multiple turns of the aforementioned training part, a choice execution process is performed based on the choices related to the training of the training object. The program according to claim 1, which further executes the following:

3. The program according to claim 1, wherein the first object and the second object are objects of the same type or objects of different types.

4. The program according to claim 2, wherein the display process includes a process for displaying summary information relating to the contents of the training part executed in the automatic training mode.

5. The aforementioned summary information is, Information regarding the number of extended turns when the number of turns is extended in the training part executed in the automatic training mode, Information regarding the choices executed by the aforementioned choice execution process, Information regarding the skills acquired by the first object in the aforementioned automatic training mode execution process, and In the execution process of the automatic growth mode, if an event or effect that is advantageous for the growth of the first object occurs, information regarding the number of times such event or effect occurs, The program according to claim 4, comprising at least one of the following.

6. To the aforementioned computer, After the first object has been trained in the automatic training mode, or during the training process, a digest display process is performed to show a digest of the training scenes up to the completion of training, or up to the point of training, in the training part of the first object. The program according to claim 1, which further executes the following:

7. The program according to claim 6, wherein the digest display process displays a digest of the training scenes in the training part of the first object up to the completion of training or up to the middle of training, in which the information regarding the status of the first object increases to a predetermined value or more.

8. The program according to claim 1, wherein the automatic growth mode execution process is released when the level of the first object is at or above a predetermined stage, thereby enabling the user to issue an instruction to start the automatic growth mode.

9. The program according to claim 1, wherein the automatic growth mode execution process limits the number of times the automatic growth mode is executed for the first object to a predetermined number of times or less.

10. A game system for running a game having a training part in which a training object is trained, An automatic training mode execution processing unit that, in response to an automatic training start instruction, executes the training part in automatic training mode to train a first object as the training object, A manual training mode execution processing unit executes the training part, which trains a second object as the training object, in a manual training mode based on the user's operation in response to a manual training start instruction from the user, In the automatic growth mode initiated by the automatic growth start instruction, a display processing unit displays a message indicating that the growth of the first object has been completed after a predetermined time has elapsed since the start. Between the start and the elapsed time, a receiving processing unit receives the manual cultivation start instruction, Equipped with, The display processing unit shortens the time it takes to display that the cultivation of the first object has been completed when predetermined conditions are met in the automatic cultivation mode started by the automatic cultivation start instruction, The aforementioned predetermined conditions are that the user consumes a predetermined item that the user possesses in the game, or that the user subscribes to a paid plan. Game system.

11. A game processing method for causing a computer to run a game that has a training part in which training objects are trained, An automatic training mode execution process step in which, in response to an automatic training start instruction, the training part for training a first object as the training object is executed in automatic training mode, A manual training mode execution process step in which, in response to a manual training start instruction from the user, the training part for training a second object as the training object is executed in a manual training mode based on the user's operation, Regarding the automatic growth mode execution process step initiated by the automatic growth start instruction, a display process step is performed to indicate that the growth of the first object has been completed after a predetermined time has elapsed from the start. Between the start and the elapsed time, a reception processing step is performed to receive the manual cultivation start instruction, It has, The display processing step shortens the time it takes to display that the cultivation of the first object has been completed, when the automatic cultivation mode execution processing step initiated by the automatic cultivation start instruction satisfies predetermined conditions. The aforementioned predetermined conditions are that the user consumes a predetermined item that the user possesses in the game, or that the user subscribes to a paid plan. Game processing method.

12. A game processing device that executes a game having a training part in which training objects are trained, An automatic training mode execution processing means that, in response to an automatic training start instruction, executes the training part in automatic training mode to train a first object as the training object, A manual training mode execution processing means executes the training part, which trains a second object as the training object, in a manual training mode based on the user's operation in response to a manual training start instruction from the user, In the automatic cultivation mode initiated by the automatic cultivation start instruction, a display processing means that displays a message indicating that the cultivation of the first object has been completed after a predetermined time has elapsed from the start, Between the start and the elapsed time, a receiving processing means for receiving the manual cultivation start instruction, Equipped with, The display processing means shortens the time it takes to display that the cultivation of the first object has been completed when predetermined conditions are met in the automatic cultivation mode started by the automatic cultivation start instruction, The aforementioned predetermined conditions are that the user consumes a predetermined item that the user possesses in the game, or that the user subscribes to a paid plan. Game processing unit.

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