Program, game control device, game system, control method, and recording medium

The game system addresses the initial point burden in training games by allowing incremental point consumption, reducing user wait times and financial stress, thus improving engagement and satisfaction.

WO2025028264A1PCT designated stage expired Publication Date: 2025-02-06KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
PCT/JP2024/025634
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-07-31
Filing Date
2024-07-17
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

In training games, the initial point requirement can be burdensome for users, leading to delayed game starts and reduced user engagement, as users must either wait for points to recharge or spend money on paid items, which can deter participation.

Method used

A game system that adjusts parameters based on user operations, allowing for incremental consumption of points over time, enabling users to start and progress in the game without the initial high point burden, by setting parameters for the nurturing object associated with user identification information and managing these parameters through a first parameter management unit.

Benefits of technology

This approach reduces the initial burden on users, allowing them to start and continue playing the game without significant delays or financial strain, enhancing user engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided is a game system that executes control of a game for developing an object to be developed, by changing or setting a parameter of the object to be developed on the basis of an operation by a user, the game system comprising a first parameter management unit and a game execution unit. The first parameter management unit manages a first parameter that is associated with user identification information of the user and that is necessary for execution of the game for developing the object to be developed. The game execution unit executes the game for developing the object to be developed on condition of consumption of a required amount of the first parameter at least at one consumption timing provided after the start of the developing of the object to be developed.
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Description

Program, game control device, game system, control method, and recording medium

[0001] This application claims priority from Japanese Patent Application No. 2023-124818, filed on July 31, 2023, with the Japan Patent Office, the entire contents of which are incorporated herein by reference. The present invention relates to a program, a game control device, a game system, a control method, and a recording medium.

[0002] Conventionally, games in which a user trains a character have been known (for example, see Patent Literature 1). In some such training games, the game is executed by consuming a predetermined amount of points at the timing when training of one character starts.

[0003] Patent Publication No. 2021-058809

[0004] The points required to start training a single character may be recovered over time even if consumed, or may be recovered immediately by the user using a paid item. If the required points are recovered over time, the user must wait until the missing points are recovered. This may take a long time before the game can be started, which may be a burden to the user. This may discourage the user from starting the game, which may cause the user to abandon the game. Furthermore, even if the points required to start training are recovered using a paid item, the user must pay enough to cover the missing points, which may be a significant burden on the user. This may also discourage the user from starting the game.

[0005] Therefore, one of the objects of the present invention is to reduce the burden on the user to play a game.

[0006] A program according to one aspect of the present invention is a program that causes a computer that controls a game in which a training object is trained to function as a first parameter management unit that manages first parameters associated with the user's user identification information and required to execute the game in which the training object is trained, by changing or setting parameters of the training object based on user operation, and a game execution unit that executes the game in which the training object is trained, provided that the required amount of the first parameters is consumed at at least one consumption timing set after the start of training for the training object.

[0007] A game control device according to one embodiment of the present invention is a game control device that controls a game in which a training object is trained by changing or setting parameters of the training object based on user operation, and includes: a first parameter management unit that manages first parameters required to execute the game in which the training object is trained, which are associated with the user's user identification information; and a game execution unit that executes the game in which the training object is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing set after the start of training for the training object.

[0008] A game system according to one aspect of the present invention includes a server and a terminal device capable of communicating with the server, and controls a game in which a user trains a target for training by changing or setting parameters of the target for training based on user operation.The game system includes a first parameter management unit that manages first parameters required to execute the game in which the target for training is trained, which are associated with the user's user identification information, and a game execution unit that executes the game in which the target for training is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing set after the start of training of the target for training.

[0009] A control method according to one aspect of the present invention is a control method for controlling a computer that executes control of a game in which a training object is trained by changing or setting parameters of the training object based on user operation, and includes a first parameter management step for managing first parameters required for executing the game in which the training object is trained, which are associated with the user identification information of the user, and a game execution step for executing the game in which the training object is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing set after the start of training of the training object.

[0010] 1 is a schematic block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. A diagram showing an example of a new member screen. A diagram showing an example of a scholarship student selection screen. A diagram showing an example of a general student selection screen. A diagram showing an example of a progress screen. A diagram showing an example of a panel information table. A diagram showing an example of an information table. A diagram showing an example of an individual practice instruction screen. A diagram showing an example of a practice selection screen. A diagram showing an example of an individual practice instruction screen. A diagram showing an example of a practice selection screen for a selected group of players. A diagram showing an example of a scout destination selection screen. A diagram showing an example of a scout player selection screen. A diagram showing an example of a lack of activity notification window. A schematic functional block diagram showing an example of the functional configuration of a game system. A diagram showing an example of a user information table. A diagram showing an example of a character information table. An explanatory diagram showing an example of team data. A schematic functional block diagram showing another example of the functional configuration of a game system. A flowchart showing an example of the processing of the ...

[0011] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.

[0012] [1. Configuration of the Game System] Fig. 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 in the game system 1 are connected to each other via a network N such as the Internet so that data can be communicated between them. Here, since the multiple game terminals 10-n have the same configuration, when no particular distinction is needed, they will be simply referred to as "game terminal 10" in the following description.

[0013] The network N in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game terminals 10-n and the server 30 in the game system 1 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.

[0014] The gaming terminal 10 operated by a user is a computer used by the user to play a game. Examples of the gaming terminal 10 include a home gaming console (stationary or portable), a personal computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a tablet computer, a multi-function television receiver (a so-called smart TV), and an industrial (commercial) gaming machine installed in an amusement facility or the like.

[0015] The server 30 is, for example, a server computer. The server 30 associates information about the user's game with a user ID that uniquely identifies each user, and stores and manages the information in, for example, a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.

[0016] The game system 1 allows for computer battles (also referred to as CPU battles) and online battles. In online battles, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a competitive game via network N. In the case of online battles, for example, game terminals 10-1 and 10-2 matched by server 30 can directly communicate with each other via a P2P (Peer to Peer) connection or the like to play the competitive game. Alternatively, data exchange between game terminals 10-1 and 10-2 can be performed via server 30. Either method may be used to play the competitive game.

[0017] Communication between the game terminal 10-n and the server 30 can be realized, for example, by using HTTP (Hyper Text Transfer Protocol), which operates on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol specified by this system at a higher level.

[0018] On the other hand, communication between game terminal 10-1 and game terminal 10-2 connected by P2P or the like can be realized, for example, by UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model that is primarily implemented on the IP protocol. UDP is a communication method in which data is sent to the other game terminal without any data delivery confirmation or error correction, and therefore has the advantage of low data reliability but high data transfer speed. It is of course also possible to use existing protocols other than UDP for communication between game terminal 10-1 and game terminal 10-2, or to use new protocols that will be newly defined in the future.

[0019] Furthermore, for example, in a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band), multiple game terminals 10-n can communicate directly with each other to play competitive games, etc.

[0020] (Hardware Configuration of Game Terminal) Game terminal 10 mainly comprises a CPU (Central Processing Unit) 11, ROM (Read Only Memory) 12, RAM (Random Access Memory) 13, auxiliary storage device 14, communication unit 15, operation unit 16, display unit 17, and audio output unit 18, which are interconnected via bus lines including an address bus, a data bus, a control bus, etc. Note that, if necessary, an interface circuit, an image processing unit, a sound processing unit, etc. are interposed between the bus line and each component, but are not shown here.

[0021] The CPU 11 interprets and executes commands in the game program, and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for basic operational control of the game terminal 10. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.

[0022] The auxiliary storage device 14 is a storage device that stores game programs, various data, etc. As the auxiliary storage device 14, for example, a non-volatile semiconductor memory, a hard disk drive, a solid state drive, etc. can be used.

[0023] The communication unit 15 includes a communication interface (not shown) and has a communication control function for communicating data during game execution. The communication control function for data communication includes, for example, an Internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (e.g., the 2.4 GHz frequency band). The communication unit 15 transmits a connection signal for connecting the game terminal 10 to the network N based on a command from the CPU 11, and also receives information transmitted from the other party and supplies the information to the CPU 11.

[0024] The operation unit 16 is used by the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit with a touch interface (a component of a touch panel), physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. The operation unit 16 may also be configured to accept voice input by identifying voice input from a voice input unit such as a microphone.

[0025] The display unit 17 is driven based on image display commands from the CPU 11 and displays a game screen, etc. Various known display devices, such as a liquid crystal display or an organic electroluminescence (EL) display, can be used for the display unit 17. The display unit 17 can also be a touch panel, which combines a display device such as a liquid crystal display with a position input unit equipped with a touch interface. When the display unit 17 is configured as a touch panel, the game terminal 10 includes a touch input detection unit (not shown). When a pointer such as a finger or pen touches the screen, the touch input detection unit detects the coordinates of the contact position on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 17. The display unit 17 does not need to be integrated with the game terminal 10 and may be, for example, a television monitor externally connected to the game terminal 10. In this way, when the display unit 17 is an externally connected television monitor, the display unit 17 is not included in the configuration of the game terminal 10. The audio output unit 18 generates an analog audio signal based on a sound generation instruction from the CPU 11 and outputs audio and the like from a speaker.

[0026] Game terminal 10 may also be equipped with a recording medium drive. Examples of recording medium drives include DVD-ROM drives, CD-ROM drives, hard disk drives, optical disk drives, flexible disk drives, silicon disk drives, and cassette media readers. In this case, recording media include DVD-ROMs, CD-ROMs, hard disks, optical disks, flexible disks, and semiconductor memories. The recording medium drive reads image data, audio data, and program data from the recording medium and supplies the read data to RAM 13 or the like via a decoder.

[0027] (Hardware Configuration of Server) The server 30 mainly comprises a CPU 31, a ROM 32, a RAM 33, an auxiliary storage device 34, and a communication unit 35, which are interconnected via bus lines including an address bus, a data bus, a control bus, etc. Note that interface circuits are interposed between the bus lines and each component as needed, but are not shown here.

[0028] The CPU 31 interprets and executes commands from the system software and application software, and controls the entire server 30. The ROM 32 stores programs and the like necessary for basic operational control of the server 30. The RAM 33 stores various programs and data, and ensures a working area for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs, various data, and the like. For example, a hard disk drive or a solid state drive can be used as the auxiliary storage device 34.

[0029] The communication unit 35 includes a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, if the server 30 is configured as a system incorporated into a social networking service (SNS), the communication unit 35 of the server 30 controls communication with the SNS server. Furthermore, for example, the server 30 controls communication with a video distribution server that distributes game videos played by users to spectators. The server 30 may also be provided with a video distribution function.

[0030] The server 30 can be configured as a single computer, or can have a function-distributed configuration in which the functions of the server 30 are distributed among multiple servers. Alternatively, a load-distributed configuration can be achieved by providing multiple servers 30 on the network N for redundancy (multiplexing). The server 30 can also be configured as a cloud server using cloud computing technology.

[0031] The programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. Game terminal 10 or server 30 may be provided with a component (e.g., an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (e.g., an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.

[0032] [2. Overview of an Example of a Game] An overview of an example of a game will be described below. The game system 1 can execute various games. For example, various games can be executed regardless of game format or genre, such as sports (games based on baseball, soccer, or other sports), racing, fighting, and combat. Note that the game may be executed by the game terminal 10 communicating data with the server 30 or another game terminal 10, or may be executed by the game terminal 10 alone. Below, a baseball game based on baseball will be described as an example of a game executed by the game system 1, and other games will also be mentioned as necessary.

[0033] The baseball game of this embodiment includes a game mode called a development mode in which a baseball team (an example of a group) made up of a plurality of player characters (hereinafter simply referred to as "players"), which are an example of a plurality of belonging objects, is developed on a team-by-team basis. In this development mode, practices, games, and various other events are executed. In this baseball game, as an example, a user becomes the manager of a high school baseball team and instructs the players (members of the baseball club) belonging to the team on practice and the like, basically developing a plurality of players on a team-by-team basis. For example, in the role of manager, the user develops a plurality of players belonging to the team, aiming for the team to win the national championship (winning the high school national tournament) and for the players to enter professional baseball.

[0034] The user (or the manager character representing the user's avatar) can give instructions on practice and the like not only to the team as a whole, but also to each individual player belonging to the team.

[0035] After training begins, the team's training for that year is completed at a predetermined timing in the virtual time within the game (hereinafter referred to as "in-game time") (for example, after the end of a specific event that occurs on September 6th in-game time), and the team at that time can be saved in association with user identification information. In other words, the user can register the team that has been trained for each in-game year. Details will be described later. Hereinafter, when dates are mentioned, they will be in-game dates unless otherwise specified as being in real-world time. Similarly, at least some of the third-year players on the team at that time can be individually saved in association with user identification information at a predetermined timing for each in-game year (for example, after the end of a specific event that occurs on October 26th). Details will be described later.

[0036] Typically, at the start of a training game for one training target, a considerable amount of points or the like is required as compensation (cost) for playing the game. Therefore, if a considerable amount of points is not available, the game cannot be started. In contrast, in the training mode of this embodiment, points or the like are not required at the start of training, and points or the like are consumed as compensation at a consumption timing provided after the start of training. This allows at least points or the like to be available at the start of training to start the training game and progress the game to at least a certain extent. Therefore, the burden on the user for playing the game (particularly for starting the game) can be reduced. The consumption timing provided after the start of training may be at least one timing provided midway between the start and completion of training, at the completion of training, or at least one timing provided after completion of training.

[0037] As an example, we will focus on a mode in which multiple consumption timings are provided for the training of a team and / or individual player from the start to the completion of the training, and a required amount of energy points (an example of a first parameter) is consumed at each consumption timing. In this mode, the game for training the target progresses each time, subject to the consumption of energy at each consumption timing. In other words, rather than consuming a large amount of points or other compensation at once when starting to train a single character or a single team, the training game can be progressed each time by consuming energy at each of multiple consumption timings after the start of training. In this way, the total cost required from the start to completion of training is consumed in small increments at each consumption timing, thereby minimizing the amount of energy required at one time. This reduces the burden on the user when playing the training game. Below, we will explain this example game in more detail.

[0038] (2-1. Initial Settings Before Starting the Game) Before starting the game, the user can set information such as the region, high school name, team design, school song, cheering song, rival school, etc. This information is set only the first time the game is started, but the user may be allowed to change the settings after the game has started, if necessary. Each piece of set information is stored in association with user identification information.

[0039] The region is information about the region in the game where the user's high school is located. For example, the user can select any one of 47 prefectures. The selected prefecture determines the difficulty of the matches (e.g., whether the opposing team includes a strong school) or the number of matches in the prefectural tournaments (tournaments, etc.) held as appropriate in the game. Selecting a region with a higher difficulty level or a region with a higher number of matches has the advantage of allowing the team to grow, but also carries the risk of early defeat in matches. The user must weigh these factors when selecting a region.

[0040] Furthermore, depending on the region selected by the user, the likelihood that a player corresponding to a professional baseball player who actually exists or who actually existed in the real world (hereinafter referred to as a "reincarnated player") will join the user's team increases. For example, if the region selected by the user is the region where the reincarnated player is from, the likelihood that the reincarnated player will join the user's team increases compared to selecting another region. Furthermore, the user may be allowed to select the decade in which they start playing (e.g., 1990, etc.), thereby increasing the likelihood that a reincarnated player corresponding to a professional baseball player who enrolled in high school in the region selected by the user during that decade will join the user's team.

[0041] The rival schools are high schools that appear as opposing teams in tournaments held as appropriate within the game, and can be selected from, for example, the high schools (teams) of the user's friends. Here, the user's friends are other users associated with the user, and may be other users the user follows, other users who are followed by the user, or other users who mutually follow each other.

[0042] (2-2. Multiple Players Included in a Team) The multiple players who join the user's team to be trained include scholarship students (an example of a first belonging object) and regular joining students (a second belonging object).

[0043] (Special Scholarship Students) The "special scholarship students" are players that the user can choose to recruit from among the characters called special scholarship students (an example of a owned object associated with user identification information) owned by the user. In this embodiment, up to three special scholarship students can be recruited at each entrance ceremony event (held on April 8th every year). Therefore, a maximum of nine special scholarship students can be recruited in total for the team. Special scholarship students have effects that are advantageous for development that are not available to regular recruits (for example, effects that cause special ability icons or equipment icons, described below, to appear). Note that special scholarship students may have higher initial abilities than regular recruits.

[0044] A user can acquire a scholarship student character, for example, in a lottery mode. In this lottery mode, a lottery (so-called gacha) is held to select a character to be awarded to the user from among all scholarship student characters in the game. In order for a user to execute the lottery mode, for example, a predetermined amount of in-game points, paid items, etc. may be required. Also, a user can acquire a scholarship student as a reward by fulfilling a predetermined condition in the game (for example, winning a match). Additionally, a user may be able to receive a scholarship student character from another user or by exchanging with another user.

[0045] Scholarship students are assigned fielder ability parameters such as trajectory, hitting, power, running ability, defensive ability, arm strength, and catching. Scholarship students are also assigned pitcher ability parameters such as pitch speed, control, stamina, pitch type, and total change. Scholarship students may also be assigned a special ability parameter. Scholarship students are also assigned a rarity parameter. Rarity indicates the difficulty of obtaining a player. In this game, there are four rarity types: R, PR, SR, and PSR. Scholarship students with the same name may have different rarities. Rarity increases in the order of R, PR, SR, and PSR. Even for scholarship students with the same name, the higher the rarity, the higher the initial ability. Here, initial ability refers to the ability parameters initially set for each player. As the training game progresses, the parameters of the training target will change from their initial ability.

[0046] (General joining students) The "general joining students" are players not owned by the user and are mob characters generated by the game system 1 (CPU 31, etc.). In this embodiment, up to seven general joining students can join the team at each entrance ceremony event. Therefore, a maximum of 21 general joining students can join the team in total. General joining students have the effect (function) of enhancing the effect of scholarship students, as described below.

[0047] General enrollment students are also assigned fielder ability parameters such as trajectory, hitting, power, running ability, defensive ability, arm strength, and catching, and pitcher ability parameters such as pitch speed, control, stamina, pitch type, and total ball movement. General enrollment students may also be assigned special abilities. The initial abilities of general enrollment students are determined based on probability during the entrance ceremony event. Each user belongs to one of multiple classes, and the higher the user's class, the higher the probability that the initial abilities of general enrollment students will be set.

[0048] Regarding the classes, each user starts at the lowest "Rookie" class and is promoted to a higher class by satisfying certain in-game class-up conditions. Each class has five reputation levels, increasing in order from weak, average, mid-level, strong, and prestigious. The reputation increases each time certain in-game reputation-up conditions are met. The reputation increases, for example, by winning in-game matches or participating in certain events. A user is promoted to a higher class by achieving the highest reputation of that class, "prestigious," and satisfying certain in-game class-up conditions. For example, a stage is associated with each class, and multiple challenges are set within each stage according to the development of the target. A user may receive a reward each time they complete a challenge, and their reputation within the class may increase each time they complete a challenge that meets the reputation-up conditions. Alternatively, a higher stage may be unlocked by satisfying the class-up conditions by completing all challenges in the stage associated with the current class and being promoted to a higher class.

[0049] In addition, each player (including scholarship students and general enrollment students) is assigned a defensive aptitude parameter for each defensive position. For example, there are five levels of defensive aptitude for each defensive position (e.g., main, sub ◎, sub ○, sub, no aptitude). A player's defensive aptitude changes depending on defensive practice, etc. In addition, each player (including scholarship students and general enrollment students) is assigned a pitching aptitude parameter. For example, pitching aptitude is set for each of the starting pitcher, reliever, and closer positions. A player's pitching aptitude changes depending on pitching practice, etc.

[0050] Furthermore, each player (including scholarship students and regular students) is individually assigned an academic ability (deviation score) parameter. The initial value of academic ability is determined, for example, based on probability. In the case of scholarship students, the higher the rarity, the more likely the initial academic ability value will be. Each player's academic ability increases or decreases through in-game events or the use of academic ability-changing items (e.g., textbook items). This academic ability affects the probability of a certain event occurring, the number of times a certain item is used, the player's career path after graduation, and so on.

[0051] Furthermore, each player (including scholarship students and regular students) is individually assigned a personality parameter. There are multiple personality types, such as "normal," "genius," and "cool," and one of these is assigned to each player. The personality of scholarship students is determined in advance for each scholarship student, but may also be determined by lottery. The personality of regular students is determined by lottery at the time of creation. This personality affects the experience points gained in individual training, the types of events that occur, and tactics used during matches, as described below.

[0052] In addition, each player (including scholarship students and regular enrolled students) is also assigned parameters such as reliability, scout rating, condition, and stamina. Reliability or scout rating increases or decreases based on game performance (batting average, etc.), predetermined events, etc. Reliability is affected by in-game tactics and the results of ongoing events. Scout rating affects the registration of individual players, as described below. Condition is determined by lottery, for example, from one of five levels, but fluctuates depending on the results of events and the use of predetermined items. Condition affects in-game tactics and the rate at which stamina is lost. Stamina increases or decreases based on predetermined events, items, practice, etc. The amount of experience points earned through practice varies depending on stamina, and the higher the stamina level, the more experience points can be earned.

[0053] Furthermore, each player (including scholarship students and regular enrolled students) is assigned a parameter called their grade (freshman, sophomore, or junior). A player's grade is generally a freshman upon entering high school, and increases by one grade every time April 1st approaches. At the start of the game, some of the players on the user's team may be sophomores or juniors.

[0054] (2-3. Setting of Development Targets (Multiple Players)) Every year, an entrance ceremony event occurs at a predetermined time (for example, April 8th), and the user can have new student players (including scholarship students and general enrollment students) join their team. Figure 2 is a diagram showing an example of a new member screen G10 on which the user can set new student players to join the team.

[0055] (Joining Scholarship Students) The area A11 of the new member screen G10 is an area for setting a predetermined number of scholarship students who will join as new students. In the example of Fig. 2, three setting frames 11a are provided in which a maximum of three scholarship students can be set. Note that the number of scholarship students that can be set (upper limit) may vary depending on the user's class, etc.

[0056] By selecting the setting frame 11a (e.g., by touching the touch panel or using a controller), the user transitions to the scholarship student selection screen G20 illustrated in FIG. 3 . This scholarship student selection screen G20 is a screen for the user to select or change a scholarship student to join as a new student. Area A21 of the scholarship student selection screen G20 displays a list of multiple scholarship students 21a owned by the user who wish to join the club. The user can select at least one scholarship student (e.g., by touching the scholarship student) and then press the Confirm button B23 to set the scholarship student to join. The scholarship student selected by the user is marked as selected. Second- or third-year scholarship students who have already joined the club are labeled "currently enrolled" and cannot be selected. Area A22 of the scholarship student selection screen G20 displays the individual abilities of the selected scholarship student, information about the team including the selected scholarship student, and so on. The user can select a scholarship student while checking the various information displayed in area A22.

[0057] In addition to the scholarship students owned by the user, a predetermined number (e.g., only one) of scholarship students owned by other users (e.g., the user's friends) may be allowed to join the club as new students. For example, based on a predetermined probability, scholarship students of the user's friends (or other users who are not friends) may be selected as those wishing to join (potential new members). Scholarship students of friends selected as those wishing to join are displayed in a list on the scholarship student selection screen G20 along with scholarship students owned by the user, and the user can select them. Alternatively, a predetermined number (e.g., one) of scholarship students of friends may be allowed to join the club as new students at each entrance ceremony event.

[0058] When the user selects a scholarship student and operates the Confirm button B23, the screen returns to the new member screen G10 in FIG. 2, and the selected scholarship student is set in the setting frame 11a. When a scholarship student is set in the setting frame 11a, information about the scholarship student is displayed. For example, an image (thumbnail), position, rarity, name, etc. of the scholarship student are displayed.

[0059] Note that, by default, the CPU 31 may automatically select a settable number of scholarship students from among the scholarship students owned by the user based on predetermined selection criteria and set them in each setting frame 11a of the area A11. For example, scholarship students are automatically selected in descending order of priority, based on rarity, player ability value, player ID, etc.

[0060] (Joining General Students) Area A12 of the new member screen G10 is an area for setting a predetermined number of general students who will join as new students. In the example of FIG. 2, there are seven setting frames 12a in which a maximum of seven general students can be set. Note that the number of general students that can be set (upper limit) may vary depending on the user's class, etc. In FIG. 2, an example is shown in which the settable number is six, and one of the seven setting frames is in an open state.

[0061] By selecting the setting box 12a, the user transitions to the general student selection screen G30, as shown in FIG. 4 . This general student selection screen G30 allows the user to select or change the general student to join as a new student. Area A31 of the general student selection screen G30 displays a list of multiple general students 31a generated by the game system. For example, the list of general students may display a predetermined number of general students selected by lottery from all general students managed by the game system 1 within the game. The user can select at least one general student and then operate the confirm button B33 to set the general student to join. Area A32 of the general student selection screen G30 displays the individual abilities of the selected general student, information about the team including the selected general student, and so on. The user can select a general student while checking the various information displayed in area A32. In addition, in the new student scouting event described below, players who have been scouted in advance by the user may be included in the general admissions applicants based on probability.

[0062] If the user selects a general joining student and operates the confirm button B33, the screen returns to the new member screen G10 in FIG. 2, and the selected general joining student is set in the setting frame 12a. When a general joining student is set in the setting frame 12a, information about the general joining student is displayed. For example, an image (thumbnail), position, name, etc. of the general joining student are displayed.

[0063] Note that, by default, the CPU 31 may automatically select a predetermined number (a settable number) of general recruits from the generated plurality of general recruits based on predetermined selection criteria and set them in each setting frame 12a of the area A12. For example, the general recruits are automatically selected in descending order of priority based on pitchers, positions with zero aptitude, player ability values, player IDs, etc.

[0064] As mentioned above, scholarship students have effects that are advantageous for development, while regular students have effects that enhance the effects of scholarship students. As a specific example, scholarship students are associated with an effect that causes special ability icons or equipment icons to appear (an effect not available to regular students), while regular students are associated with an effect that enhances the effects of the special ability icons or equipment icons that appear (an effect not available to scholarship students). There are multiple types of special ability icons (e.g., power hitter, artist, infield hit, etc.). There are also multiple types of equipment icons (e.g., batting, strength, baserunning, etc.). The type of special ability icon or equipment icon that appears varies depending on the scholarship student. Furthermore, the type of special ability icon or equipment icon that enhances the effects varies depending on the regular student. For example, if a regular student is associated with an effect that enhances the effects of a batting equipment icon, the effect of the regular student is meaningless if the batting equipment icon does not appear. Therefore, in this case, to take advantage of the effects of the general recruits, it is important that the scholarship students associated with the effect of making striking equipment icons appear and the general recruits belong to the same team. Therefore, when a user recruits a new student to a team, the user must consider which scholarship students or general recruits to recruit, taking into account the effective combination of scholarship students and general recruits, balancing the effects of the scholarship students and the effects of the general recruits (the effect of enhancing the effects of scholarship status). In this case, it is also important to consider which new students (including scholarship students and general recruits) to recruit, taking into account the effects of second- and third-year players (including scholarship students and general recruits) already on the team. For example, if a team already has a scholarship student from the second or third year associated with the effect of making striking equipment icons appear, and the user wants to strengthen the team's striking power, the user may consider recruiting one or more general recruits associated with the effect of enhancing the effects of striking equipment icons.As described above, the user must choose which scholarship students or general students to include in their team, taking into account the effects of scholarship students and the effects of general students (the effect of enhancing the effects of scholarship), making for a highly entertaining game.

[0065] (Joining managers) Area A13 of the new member screen G10 is an area for setting a predetermined number of managers who will join as new students. In the example of Fig. 2, there is a setting frame 13a in which one manager can be set. Note that the number of managers that can be set (upper limit) may vary depending on the user's class, etc.

[0066] Here, there are two types of managers: "special offer managers" and "general managers." A "special offer manager" is a character owned by the user. A user can acquire a "special offer manager" character, for example, in a lottery mode, or as a reward for meeting certain conditions in the game (for example, winning a match). A rarity parameter is set for each special offer manager, and even if a special offer manager has the same name, there are managers with different rarities. The higher the rarity of a special offer manager, the greater the effect of training on the target, such as the greater the number of events that can occur. A "general manager" is a character not owned by the user, and is a mob character generated by the game system (CPU 31, etc.). During the entrance ceremony event, the game system generates at least one general manager.

[0067] Having a manager join a team affects the development of the target. For example, an event occurs depending on the manager. In addition, the manager may participate in practice in accordance with the progress icon described below, which may have effects such as reducing the stamina consumption or increasing the reliability of the players participating in the practice. A special manager is more effective in developing a target than a regular manager. A maximum number of special managers (e.g., one) can be enrolled on a team. This maximum number may vary depending on the user's class, etc. By selecting the setting frame 13a, the user transitions to a manager selection screen (not shown), where the user can select or change the manager to join as a new player. When a manager is set in the setting frame 13a, information about the manager (e.g., thumbnail, rarity, name, etc.) is displayed.

[0068] In addition, by default, the CPU 31 may automatically select a predetermined number (a settable number) of managers from among the selectable managers based on predetermined selection criteria and set them in the setting frame 13a of area A13.

[0069] The new member screen G10 is provided with an automatic button B14, a player list button B15, a manager list button B16, a team details button B17, an edit button B18, and a confirm button B19.

[0070] When the user operates the automatic button B14, the CPU 31 automatically selects and sets a settable number of scholarship students, general students, and managers based on the aforementioned predetermined selection criteria. By operating the player list button B15, a list of players belonging to the team can be confirmed. By operating the manager list button B16, a list of managers belonging to the team can be confirmed. By operating the team details button B17, detailed team data can be confirmed. By operating the edit button B18, the appearance (hair, eyebrows, eyes, beard, body shape, etc.) and glove color of the specified general student can be edited. By operating the confirm button B19, the joining of the set scholarship student, general student, or manager is confirmed.

[0071] (2-4. Execution of Training) FIG. 5 shows an example of a main progress screen G40 for executing training of a training target. A display area A41 displays user information such as the user's class, reputation (number of stars), overall team strength, and team rank. Overall team strength is the overall ability of a team calculated from the abilities of the starting members and the 18 players on the team who are on the bench. Team rank is divided into multiple levels (for example, G to A, S) according to the numerical value of overall team strength.

[0072] Display area A42 displays information about action points (an example of a first parameter) for playing the training game. An upper limit is set for action points. Display area A42 displays the upper limit of action points, the current value (current remaining amount), and a gauge showing the current remaining amount. Details about action points will be described later.

[0073] (Map) The progress screen G40 displays a map A43 representing the game progress. In this embodiment, an example is shown in which the schedule progresses at least in in-game day units. The map A43 displays at least one panel P44 (square) for each in-game day. The number of panels P44 (number of days) displayed in the map A43 can be set arbitrarily. For example, 10 days' worth of panels may always be displayed, or the number of displayed panels may vary. For example, the panels P44 in the map A43 are updated as the game progresses so that the leftmost panel in the map A43 is the current panel P44 (today). The timing of updating the panels P44 is not limited to this; for example, the panels P44 in the map A43 may be updated when the game has progressed for a predetermined period of time or more (e.g., five days or more).

[0074] There are multiple types of panels P44 displayed within map A43. Depending on the type, the color, shape, text, illustrations, etc. of the panel P44 differ, allowing the user to recognize the type of panel. In addition, the effects produced by the type of panel P44 differ.

[0075] FIG. 6 shows an example of the panel information table TBL101. The panel information table TBL101 includes fields for "Panel ID," "Panel Type," "Panel Image," "Forced Stop Panel," and "Effect." "Panel ID" is information that uniquely identifies each panel P44. "Panel Type" is a name that distinguishes each panel P44. "Panel Image" is image information of the panel. "Forced Stop Panel" is information that indicates that the panel will definitely stop (for example, "1" indicates a forced stop panel). "Effect" is information about the effect that occurs when stopping on that panel P44.

[0076] For example, panel P44 includes various types such as a "white panel" where an event occurs randomly, a "blue panel" where an event with a good effect (causing a benefit) occurs, a "red panel" where an event with a bad effect (causing a disadvantage) occurs, a "yellow panel" where the experience points for the practice selected with the progress icon described below increase by a predetermined factor, a "green panel" where stamina is restored, a "schedule panel" where three progression routes can be selected, a "scholarship student panel" where an event occurs depending on the scholarship student who has joined the club, and a "manager panel" where an event occurs depending on the scholarship manager who has joined the club.

[0077] Furthermore, in the "character panel" that displays the townspeople characters (graduates) or scout characters 44c (described later), an event occurs according to the character 44c displayed on panel P44. For example, if the character 44c displayed on panel P44 is a "scout," an event occurs in which the scout evaluation of the team's players increases; if the character 44c is a "craftsman," a baseball equipment item can be obtained; and if the character 44c is a "butcher," power experience points increase by a predetermined multiplier. For example, there may be multiple types of scouts, and different types may have different effects (such as the rate at which the scout evaluation increases).

[0078] Further, the forced stop panels include, for example, an "Entrance Ceremony Panel" where an entrance ceremony event occurs, a "Graduation Ceremony Panel" where a graduation ceremony event occurs, a "Draft Panel" where a draft meeting event occurs, a "Farewell Party Panel" where a farewell party event occurs, an "Official Match Panel" where a match is held, and a "Practice Match Panel" where a practice match is held. There is also a panel P44 whose route changes depending on the result of an event. For example, the "Official Match Panel" and the "Practice Match Panel" have routes for winning and losing depending on the result of the match (win or loss).

[0079] Furthermore, panel P44 includes a panel in which at least one target player is selected from the team randomly or based on predetermined selection criteria, and an event occurs according to the parameters of the target player. Examples of such panels include a "training panel" in which the target player can acquire a special ability with a predetermined probability, an "exam panel" in which an event occurs according to the target player's academic ability, a "cultural festival panel" in which an event occurs according to the target player's personality, and a "sports festival panel" in which an event occurs according to the target player's ability. For example, in the case of the "training panel," three players are randomly selected from the team, and the user can choose the player they want to acquire a special ability.

[0080] In addition, panel P44 includes a "training camp panel" in which at least one target player can acquire a special ability based on probability, an "away panel" in which the user holds joint practice and practice matches with other users' teams at an away location selected by the user, and a "?" panel, the content of which is undecided and is determined after the panel stops.

[0081] Two or more events may be associated with one panel P44. For example, when an additional event (two or more events) is associated with a specific panel P44 (such as a "special scholarship student panel," "special scholarship manager panel," or "forced stop panel"), an additional event label 44a is displayed. FIG. 5 shows an example in which an additional event label 44a with a "+" mark is displayed. The user can recognize that multiple events will occur on the specific panel P44 on which this additional event label 44a is displayed.

[0082] (Progression Icons) The progress screen G40 has a progress icon display area A45. This progress icon display area A45 displays a predetermined number of progress icons P46 that the user can select each turn. The number of progress icons P46 displayed can be set arbitrarily. The number of progress icons P46 may always be constant or may vary. In this embodiment, a minimum of four to a maximum of eight progress icons P46 are displayed, and the higher the user's class, the greater the number of progress icons P46 displayed. Until the user's class changes, the number of progress icons P46 displayed each turn remains constant. As a variation, the number of displayed progress icons P46 may change randomly every predetermined number of turns (e.g., every turn, every five turns, etc.) or at irregular intervals.

[0083] The progress icons P46 are basically commands for giving instructions such as practice to a team (multiple players included in the team). In other words, they are commands for giving instructions to the team as a whole, rather than to individual players. Note that progress icons P46 other than commands for giving instructions to the team as a whole (for example, the new student scout described below) may also be included.

[0084] The multiple progression icons P46 displayed in the progression icon display area A45 are determined by lottery based on a predetermined appearance probability. The user selects one of the multiple progression icons P46 displayed each turn and progresses through the game by executing a command (or event), such as practice, associated with the selected progression icon P46. For example, the user selects any one of the multiple displayed progression icons P46 by tapping with a finger (setting the icon in a provisionally selected state), and then taps the selected progression icon P46 again to confirm the selection of the selected progression icon P46. This executes a command, such as practice, associated with the progression icon P46. FIG. 5 shows an example in which the "tee batting" icon P46e is provisionally selected.

[0085] Each progress icon P46 displays a number indicating the number of days for which the practice, etc. will be performed as progress days information P47 (progress amount information). In this embodiment, a number from 1 to 5 is associated with each currently displayed progress icon P46 as the progress days information P47. The panel P44 in the map A43 progresses by the number of days indicated by the progress icon P46 selected and executed by the user, and an event, etc., occurs corresponding to the stopped panel P44. In other words, in the game of this embodiment, when the user selects and executes a progress icon P46, a command (or event), such as practice, associated with the progress icon P46 is executed, and further, the panel progresses by the number of days indicated by the progress icon P46 and then an event, etc., associated with the stopped panel P44 is also executed. In this way, the in-game time progresses by the number of days indicated by the progress icon P46 selected and executed by the user.

[0086] Basically, an event associated with the panel P44 that the player stopped on occurs, and no events occur for panels P44 that the player passed through without stopping. However, if a forced stop panel is included among the panels P44 that the player passed through, the player will stop at that forced stop panel before proceeding to the panel P44 that the player was supposed to stop on, and an event associated with the forced stop panel will always occur. In this case, after the event for the forced stop panel is executed, the player will proceed to the panel P44 that the player was supposed to stop on, and an event associated with that panel P44 will also occur. As a variation, if a forced stop panel is found during the number of days displayed on the progress icon P46 that the user has progressed, the player may stop at that forced stop panel, and the game progress for that turn may stop there.

[0087] Note that a progress icon P46 that does not display progress days information P47 may be included, such as a "Freshman Scout" icon P46d, the details of which will be described later. When a progress icon P46 that does not display progress days information P47 is selected and executed, there is no scheduled progress and the event is executed as a day's event.

[0088] There are multiple types of progress icons P46, each with a different effect. Figure 7 shows an example of the progress icon information table TBL102. The progress icon information table TBL102 includes fields for "progress icon ID," "name," "rarity," "image," "type," "equipment," "command content," and "effect." The "progress icon ID" is information that uniquely identifies each progress icon P46. The "name" is a name that distinguishes each progress icon P46. The "rarity" indicates the rarity (low appearance rate) of the progress icon P46. In this embodiment, four levels of rarity are set, increasing in order from 1 to 4. The higher the rarity of the progress icon P46, the greater the training effect. Figure 5 shows an example in which the rarity of each progress icon P46 displayed on the progress screen G40 is indicated by the number of stars. The "progress icon image" is image information for the progress icon P46. "System" is information that divides the content of the practice, etc. associated with the progress icon P46 into multiple systems, such as "batting," "strength," "baserunning," "shoulder strength," "defensive," "mental," "pitch speed," "control," "stamina," "curve ball," "special ability," and "other." "Equipment" is information that indicates the type of equipment if the practice associated with the progress icon P46 is a practice that uses equipment. Examples of equipment include a "tee," a "batting machine," a "dumbbell," and a "stopwatch." "Command content" is information that indicates the content of the command (or event) for the practice, etc. associated with the progress icon P46. "Effect" is information that indicates the effect that occurs when the command (or event) associated with the progress icon P46 is executed. This effect is applied to each player on the team and includes information on the type of ability whose experience points will be improved and the base amount of experience points that will be improved.

[0089] The "Power Hitter" icon among the progress icons P46a and the "Artist" icon among the progress icons P46b in FIG. 5 are examples of special ability progress icons P46. The special ability progress icons P46 are referred to as "special ability icons." By selecting a special ability icon and executing a command, the experience points required to acquire the corresponding special ability for the players on the team are increased. The increase in experience points may be limited to players participating in practice, or may be limited to all players on the team. When the experience points reach a certain standard, the player can acquire the special ability.

[0090] A "special ability icon" can appear as a progress icon P46 by having a specific scholarship student, who is associated with an effect that increases the appearance rate of the special ability icon, join the team. In other words, if the specific scholarship student is not included in the team, the corresponding special ability icon will not appear. There are multiple types of special ability icons, such as a "power hitter" icon, an "artist" icon, and an "infield hit circle" icon. For example, if a scholarship student, who is associated with an effect that increases the appearance rate of the "artist" icon, is included in the team, the "artist" icon can appear, but if not, the "artist" icon will not appear.

[0091] Furthermore, the progress icon P46 associated with the equipment is referred to as an "equipment icon." This "equipment icon" can appear as a progress icon P46 by having a specific scholarship student, with whom an effect that increases the appearance rate of the equipment icon is associated, join the team. In other words, if the specific scholarship student is not included in the team, the corresponding equipment icon will not appear. There are multiple types of equipment icons, such as batting icons (tees, batting machines), strength icons (dumbbells, bench presses), and baserunning icons (stopwatches, mini hurdles). Each scholarship student is associated with multiple types of special ability icons or at least one effect that increases the appearance rate of an equipment icon. Note that there may be scholarship students who are not associated with an appearance rate increase effect.

[0092] In addition to the "special ability icon" or "equipment icon," a progression icon P46 may be provided that is associated with a player (including scholarship students or general enrollment students) and that may appear when the player is included in a team.

[0093] As a variation, even if the specific scholarship student is not included in the team, there may be a possibility that a special ability icon or equipment icon will appear with a predetermined probability.

[0094] The "Volunteer" icon P46c and the "New Student Scout" icon P46d in FIG. 5 are examples of other progression icons P46. Selecting the "Volunteer" icon P46c triggers an event that increases the reliability of all participating players by a predetermined amount. Selecting the "New Student Scout" icon P46d triggers an event that allows you to scout new club members for next year. The "Other" category also includes progression icons P46 for commands other than practice, such as "Review Practice Menu," "Career Advice," and "Dinner Party." The "Review Practice Menu" icon allows you to replace all currently displayed progression icons. The "Career Advice" icon triggers an event in which you receive career advice from players on your team. The "Dinner Party" icon triggers an event in which you hold a dinner party. In addition to these, various other progression icons P46 can be provided.

[0095] (Practice Participating Players) The practice participating player display area A48 of the progress screen G40 displays the players 48a or managers 48b participating in practice, linked to the currently displayed progress icon P46. The players displayed in the practice participating player display area A48 are referred to as "practice participating players." The maximum number of participants (upper limit) of practice participating players 48a or managers 48b displayed in the practice participating player display area A48 varies depending on the user's class. In this embodiment, the maximum number of participants varies between three and five, and the higher the user's class, the larger the maximum number of participants. The maximum number of participants is not limited to this and can be set as desired. Alternatively, the maximum number of participants may be fixed.

[0096] The information about the practice player 48a displayed in the practice player display area A48 includes information such as the player's image (thumbnail), nameplate (name), condition (condition mark), ability value, ability gauge, and lines. Regarding lines, lines that correspond to the player's current condition are displayed. The same applies to the manager's lines.

[0097] In addition, in the case of a manager 48b displayed in the practice participating player display area A48, information such as an image (thumbnail), manager effect, lines, etc. Manager effects include "trust increase" and "stamina consumption reduction," and the manager effect possessed by the manager participating in practice is displayed.

[0098] The practice player 48a can acquire more experience points than the other players on the team. Basically, players on the team who are not displayed in the practice player display area A48 can also acquire experience points according to the practice of the progress icon P46. Note that a progress icon P46 that has an effect such as acquiring experience points only for the practice player 48a may be included.

[0099] Each turn, the practice player 48a or manager 48b is selected by lottery from among all players and managers included in the team. If a team includes a player (including scholarship students and regular students) who has the effect of increasing the practice rate for a specific practice, the probability that that player will be selected as a practice player 48a increases. In other words, if the multiple progress icons P46 displayed in the current turn include a progress icon P46 corresponding to the specific practice, the probability that a player who has the effect of increasing the practice rate for the specific practice will be selected as a practice player 48a increases compared to other players.

[0100] For example, as will be described later, a user can give individual practice instructions to each player on a team, separate from the team-wide practice instructions. These individual practice instructions allow the effect of increasing the practice rate for a specific practice to be set for each player. For example, for a player who has been instructed by a user to do individual practice to improve their running ability, the effect of increasing the practice rate for "running ability" practice is set. Also, for a player who has been instructed by a user to do individual practice to improve their pitching speed, the effect of increasing the practice rate for "pitching speed" practice is set.

[0101] Furthermore, if the practice participant players 48a include at least one scholarship student who meets a predetermined condition and that scholarship student participates in a predetermined practice (the command of the progression icon P46 associated with that practice is executed), a coaching tag event occurs. When this coaching tag event occurs, the scholarship student who triggered the event will earn more experience points than usual. The greater the number of scholarship students who trigger the coaching tag event, the greater the effect. The predetermined condition can be set to any condition, such as the reliability of the scholarship student who is a practice participant player 48a being equal to or greater than a predetermined value. Furthermore, if there is a progress icon P46 that can trigger a coaching tag event among the multiple progress icons P46 displayed in the progress icon display area A45, that progress icon P46 is highlighted (displayed differently from the other progress icons P46). Figure 5 shows an example in which the "tee batting" icon P46e is highlighted by a glowing frame. As a variation, when a training tag event occurs, the experience points acquired by all of the practice participating players 48a or all players in the team (including scholarship students and regular students) may be increased more than usual.

[0102] The execution results of the practice of the progress icon P46, the training tag event, or the event of the stopped panel P44 are displayed, for example, on a result display screen superimposed on the progress screen G40. The progress screen G40 may also display a fast-forward button, a log button, a menu button, a hint button, and the like. The fast-forward button is a button for adjusting the display speed of text displayed on the result display screen, etc. The log button is a button for checking the log of the execution results of the practice, etc. The menu button is a button for displaying various menus. For example, it includes a menu in which the user sets the team order and team policy. Team policies include emphasis on balance, emphasis on batting power, emphasis on mobility, emphasis on pitching and defensive ability, etc. The hint button is a button that, when pressed, displays hints useful for training the training target.

[0103] (Individual Practice Instructions for Each Player on a Team) In addition to the team-wide practice instructions using the progress icon P46, the user can give individual practice instructions to each player on the team. Individual practice for an individual player is referred to as "individual practice." Individual practice instructions by the user may be given at a predetermined timing (e.g., every week, month, or every two months in the game time, or every 12 hours, day, or week in the real world). In this embodiment, individual practice instructions can be given at the beginning of each month in the game time (i.e., at timing spanning across months).

[0104] As a variation, individual training instructions may be made available at irregular times determined based on probability, for example. As a specific example, a lottery for individual training may be held each turn based on a predetermined probability, and individual training instructions may be made available if the lottery is won.

[0105] In this embodiment, if the game progresses across months on the schedule within map A43 based on the progress days information P47 displayed on the progress icon P46 selected by the user, the screen transitions to individual practice instructions after all events are completed. Figure 8 shows an example of an individual practice instruction screen G50. The individual practice instruction screen G50 includes a "Single" tab T51 for instructing each player on the team to practice individually, and a "Group" tab T52 for instructing a group of players on the team to practice collectively, and the user can select either tab.

[0106] As shown in FIG. 8 , when the “One by One” tab T51 is selected, the individual practice instruction screen G50 displays multiple player plates P53 for all players on the team. Player plates P53 that are not displayed on the individual practice instruction screen G50 can be displayed by scrolling. Each player's player plate P53 displays player information 53a such as the player's image, name, position, grade, and ability, as well as information 53b about the practice currently being performed. When the user selects (e.g., taps) any player plate P53, the screen transitions to a practice selection screen for selecting the practice to instruct the player of that player plate P53.

[0107] FIG. 9 shows an example of a practice selection screen G60. The practice selection screen G60 displays the player plate P53 of the player selected by the user for practice instruction. The practice selection screen G60 also displays multiple practice item buttons B61 for selecting practice items to instruct the player. The practice item buttons B61 include, for example, practice items for increasing pitch speed, control, stamina, trajectory, contact, power, running ability, shoulder strength, defensive ability, and catching ability. Below these practice item buttons B61 (or elsewhere), a progress gauge 61a for the corresponding ability is displayed. For example, below the practice item button B61 for increasing running ability, a progress gauge 61a for the target player's running ability is displayed. This allows the user to select practice items while referring to the progress gauge 61a.

[0108] The practice item button B61 includes practice items such as learning a curveball, honing a curveball, learning a sub-position, and changing turn at bat. When these practice item buttons B61 are selected, the screen transitions to a practice detail setting screen (not shown). Then, on the practice detail setting screen, the user can set which curveball to learn, which curveball to hone, which sub-position to select, and which turn at bat (right-handed, left-handed, or switch-handed).

[0109] It should be noted that the player does not only practice the practice item corresponding to the practice item button B61 selected by the user. For example, if the user instructs the player to improve his / her running ability, the user instructs the player to practice in a way that prioritizes improving his / her running ability over other abilities.

[0110] The practice selection screen G60 also displays an automatic button B62 and an all-purpose button B63. By selecting the automatic button B62, the user can delegate the decision on the practice policy for the target player to the game system 1. For a player instructed to perform this "automatic" individual practice, the game system 1 automatically determines the practice items based on predetermined criteria. Furthermore, by selecting the all-purpose button B63, the user can instruct the player on a practice policy for practicing in a way that will improve the target player's abilities in a balanced manner. For a player instructed to perform this "all-purpose" individual practice, the game system 1 automatically determines the practice items so that the target player's abilities are improved approximately evenly. Specifically, practice for abilities with fewer experience points is preferentially selected.

[0111] As illustrated in FIG. 10 , when the “All” tab T52 is selected, at least one group plate P71 is displayed on the individual practice instruction screen G70. In this embodiment, five types of group plates P71 are displayed for instructing individual practice to each of the player groups: all pitchers, all fielders, all catchers, all infielders, or all outfielders. Here, “all fielders” includes all catchers, infielders, and outfielders. The group plate P71 displays the number of players of each grade included in the target player group. When the user selects (e.g., taps) any group plate P71, the screen transitions to a practice selection screen for selecting the practice to instruct for the player group corresponding to that group plate P71.

[0112] FIG. 11 shows an example of a practice selection screen G80 for a selected group of players. The practice selection screen G80 displays a group plate P71 for the group of players selected by the user. The practice selection screen G80 also displays a plurality of practice item buttons B81, an automatic button B82, and an all-purpose button B83 for selecting practice items to be collectively instructed to the target group of players. The practice item button B81 includes practice items for increasing pitch speed, control, stamina, trajectory, contact, power, running ability, shoulder strength, fielding ability, and catching. The practice item button B61, automatic button B62, and all-purpose button B63 in FIG. 9 and the practice item button B81, automatic button B82, and all-purpose button B83 in FIG. 11 are similar, except for whether the scope of individual practice instructions is for an individual player or a group of players.

[0113] In the present embodiment, an example is shown in which individual training is instructed collectively for a group of players, such as all pitchers, all fielders, all catchers, all infielders, or all outfielders. However, this is not limiting. For example, individual training may be instructed collectively for various groups of players, such as all first-year players, all second-year players, all third-year players, all regular players, or all bench players.

[0114] After individual training instructions have been set for each player as described above, the individual training instructions will continue until the settings are changed.

[0115] The progress icons P46 also include a "practice instruction" icon that can be used to instruct individual practice. When this "practice instruction" icon is displayed and the "practice instruction" icon is selected, the screen transitions to the individual practice instruction screen G50 in FIG. 8, where individual practice can be instructed for each player.

[0116] (2-5. Registering a Team with Completed Development) Once a year (after the farewell party event on September 6th) has ended, the user's team at that time can be registered (saved) as a team with completed development. In this embodiment, a total of 18 players can be registered as a team, including nine starting players and nine bench players. After the "farewell party" event ends, the screen transitions to a registered team organization screen, where the user selects nine starting players and nine bench players from the multiple players on the team to organize the team and register the team. In this case, additional information such as the high school name, uniform, school emblem, and team policy set by the user may also be registered. The registered team is associated with user identification information and stored in a database (DB) or the like of the game system 1.

[0117] The timing of team registration is not limited to September 6th of each year, but can be set at any time. For example, the timing of team registration may be set to the timing of a graduation ceremony event in March of each year. As a variation, the number of players that can be registered as a team may not be limited, and all players on the team at the time of completion of training may be registered as a team.

[0118] (2-6. Registration of Individual Players Whose Development Has Been Completed) Every year (after the draft conference event that takes place on October 26th ends), players from the team's third-year students at that time who meet certain registration conditions can be registered (saved) as individual characters. The registration conditions can be, for example, a certain ability score or higher, or a certain scout evaluation or higher. In this embodiment, in the draft conference event, up to six draft-nominated players are selected based on the abilities and scout evaluations of the third-year students. Then, one or more third-year students who have been drafted are each registered as a professional player. This registration of a professional player corresponds to the registration of an individual player whose development has been completed. The registered individual players are associated with user identification information and stored in a database (DB) or the like of the game system 1.

[0119] The timing for registering individual players whose training has been completed is not limited to October 26th of each year, but can be set at any time. For example, the timing for registering individual players may be set to the timing of a graduation ceremony event in March of each year. As a variation, all third-year players included in a team whose training has been completed may be registered as individual players whose training has been completed, without setting any registration conditions. Alternatively, at least one player arbitrarily selected by the user from among all third-year players included in a team whose training has been completed may be registered as an individual player whose training has been completed.

[0120] (2-7. Using a Registered Team or Individual Player in a Different Mode) Once training is complete, a registered team or individual player can be used in a game mode different from the training mode. In this embodiment, a registered team or individual player can be used in a battle mode (an example of a second game). Battle modes include CPU battles and real-time battles. CPU battles are also referred to as computer battles. For example, a battle mode in which CPU battles are conducted may be given a name such as "stadium." In this CPU battle, a user selects a team to use in the battle from the teams registered by the user, and competes against an opponent team automatically controlled by the CPU. For example, the opponent team automatically controlled by the CPU is a team trained by another user in the training mode. Real-time battle is a mode in which a user can play a communication battle online with another user in a remote location via network N.

[0121] The battle modes include a first league mode in which teams can compete using only registered teams, and a second league mode in which teams can compete using only registered individual players.

[0122] It should be noted that the registered teams or individual players may be made available for use in game modes other than the battle mode. For example, the registered teams or individual players may be made available for use in a game mode in which baseball equipment or the like is created.

[0123] There is a limit to the number of teams or individual players that a user can register. If the limit is reached or exceeded, a warning to that effect is displayed at the time of the entrance ceremony event (April 8th every year). In this case, the user must delete one or more of their registered teams or players to make room for a team that can be registered after the next farewell party event or for an individual player that can be registered after the draft meeting event. As a variation, there may be no limit to the number of teams or players that can be registered.

[0124] (Graduates not registered as individual players) Every year on March 7th, a graduation ceremony event is held, and the occupations of the graduating students (third-year players) on the team after graduating from high school are decided. The third-year students who are registered as individual players are determined to become professional baseball players. The occupations (post-graduation paths) of each of the other graduates are determined by lottery from among several occupations, and after graduation they are registered as townspeople. In other words, graduates who are not registered as individual players are associated with user identification information and stored as townspeople with various occupations.

[0125] Occupations include, for example, craftsman, shop clerk, butcher, office worker, scout, etc. After graduates are registered as townspeople, they may appear in the aforementioned character panel for a certain period of time (for example, three years in game time).

[0126] (2-8. Freshman Scouting) The "Freshman Scouting" icon P46d may be displayed in the progress icon display area A45 of the progress screen G40 in FIG. 5. For example, during the period from November to February, the "Freshman Scouting" icon P46d is displayed by lottery based on a predetermined appearance probability. When the user selects and executes the "Freshman Scouting" icon P46d, a Freshman Scouting event occurs. The Freshman Scouting event is an event in which the user can scout (recruit) candidates for new students who will be enrolling in the next academic year in advance. In this embodiment, scouting is limited to 10 times per year. The number of times or number of people that can be scouted can be set as desired.

[0127] When the user selects and executes the "Scout New Student" icon P46c, the screen transitions to a scout destination selection screen. FIG. 12 shows an example of the scout destination selection screen G90. The scout destination selection screen G90 displays a map M91 for selecting a prefecture as the destination region P92. Each prefecture in the destination region P92 displays player tendency information indicating the player tendencies of scout candidates popular in that region. The player tendencies include "pitcher," "batting," "defense," "balance," "special talent," and "none in particular." Here, "pitcher" indicates a region where pitcher development is popular and there is a high probability that pitchers are included as scout candidates. Similarly, "batting," "defense," and "balance" indicate a region where development that emphasizes batting, defense, and well-balanced player development are popular, respectively, and there is a high probability that scout candidates with strong batting abilities, strong defensive abilities, and well-balanced abilities are included. "Special talent" indicates a high probability that the region contains scout candidates who excel in one skill over others. "None in particular" indicates that the region is one in which various types of player development are taking place and there is no particular bias in player tendencies.

[0128] For example, the player tendency information is information in which each destination region P92 is color-coded according to the player's tendency. Each destination region P92 is assigned a color according to the player's tendency. For example, colors corresponding to player tendencies are "pitcher (red)," "batting (green)," "defense (yellow)," "balance (blue)," "special skill (purple)," and "none in particular (white)." Note that the player tendency information is not limited to colors corresponding to player tendencies, and may be, for example, symbols, figures, letters, etc. corresponding to the player's tendencies.

[0129] Furthermore, when the scouted player button B93 provided on the scout destination selection screen G90 is selected, a list of information on players who have been scouted so far is displayed.

[0130] The user considers the tendencies of the new students they would like to recruit at the next entrance ceremony event based on the current team situation (e.g., weak pitching), and can then select a destination region P92 by referring to the player tendency information displayed on the scout destination selection screen G90.

[0131] When the user selects the destination region P92, the screen transitions to a scout player selection screen. FIG. 13 is an example of the scout player selection screen G100. The scout player selection screen G100 displays a list of selectable scout player candidates P101. The scout player candidates P101 display information such as the player's image, name, position, track record, review, and abilities. For track records, for example, there are prefectural tournament appearances, prefectural tournament top four appearances, regional tournament appearances, national tournament appearances, national tournament runner-up, and national tournament winner. The better the track record, the higher the ability tends to be. The review is information suggesting special abilities that the player may possess. For example, if the review is "strong against high balls," there is a possibility that the player has the special ability "high ball hitter."

[0132] Previous scouting reaction information P102 is displayed for scout player candidates P101 that the user has previously scouted. The previous scouting reaction information P102 is information that indicates the results of the previous scouting (the reaction of the scouted player). In this embodiment, graphic information (for example, facial expressions) corresponding to each of "good," "average," and "poor" is displayed as the previous scouting reaction information P102.

[0133] The user can select one player they wish to scout from among the multiple scout player candidates P101 displayed on the scout player selection screen G100, and then scout the selected scout player candidate P101. A player scouted by the user is referred to as a "scout player." In this case, the game system 1 determines the scout player's response as either "good," "average," or "poor." The scout player's response may be determined by random lottery, or the lottery probability may be changed based on the scout player's parameters. For example, the lottery probability is changed so that the higher the ability of the scout player, the less likely "good" is selected and the more likely "poor" is selected (i.e., the higher the ability of the player, the more difficult it is to successfully scout a player).

[0134] The scouted player's response may also be varied based on parameters associated with the user. For example, the higher the user's class or reputation parameter, the more likely the player is to select "good" and the less likely they are to select "bad." Furthermore, if the same player is scouted multiple times, the scouted player's response may not be worse than the previous one.

[0135] Information about scouted players scouted by a user (including information about the scouted players' reactions) is associated with the user identification information and stored in a database DB or the like of the game system 1.

[0136] Depending on the scout player's response, the admission probability of the scout player entering the user's high school at the next entrance ceremony event (i.e., the probability that the scout player will join the user's team as a new member) varies. The admission probability is ranked in descending order of "Good (e.g., 100%)," followed by "Average (e.g., 50%)," followed by "Bad (e.g., 5%)." For example, if the admission probability for "Good" is 100%, when an entrance ceremony event occurs, a "Good" scout player will always be displayed in area A31 of the general student selection screen G30 illustrated in FIG. 4 as one of the general students seeking to join. Furthermore, if the admission probability for "Good" is 50%, when an entrance ceremony event occurs, a "Average" scout player will be displayed with a 50% probability as one of the general students seeking to join in area A31 of the general student selection screen G30 illustrated in FIG. 4.

[0137] Please note that there is a discrepancy between the ability parameters displayed when scouting a scout player and the ability of the scouted player when he actually joins a team, and the two are not necessarily the same (although they may be the same).

[0138] After the new students have joined the team at the entrance ceremony event, the information of the scouted players stored in association with the user identification information is reset. As a variation, even after the new students have joined the team, the information of at least one scouted player may not be reset, so that the scouted player may join the user's team at the entrance ceremony event of the following year or later.

[0139] (2-9. Continuing training through team changes) As mentioned above, after the farewell party event on September 6th ends and a team with completed training is registered, the third-year players on that team will not participate in practice and their abilities will not change. On the other hand, even after the team is registered, the first- and second-year players on that team will remain on the team and practice, etc. In other words, in training mode, the team will not be disbanded upon registration, but rather team training will begin in preparation for the team registration on September 6th next year. When the team is registered on September 6th next year, the current first- and second-year students will become second- and third-year students, respectively, and the team will be composed of first-year players who will join after the entrance ceremony event.

[0140] Every year, third-year players graduate, and then new students (including scholarship students and regular students) enroll and join the user's team, resulting in a change in team members. In this way, the game in the training mode of this embodiment does not have a unit of one game (for example, training of one character is completed in a predetermined number of turns), and when some characters on a team graduate, other characters enroll, so the training of the target to be trained (the team or individual characters included in that team) continues forever.

[0141] In the training mode game of this embodiment, a first-year player (Player A) included in a training-completed team registered in a certain year can join the training-completed team registered in the following year as a second-year player (having improved since the previous registration). Furthermore, Player A can join the training-completed team registered in the following year as a third-year player (having improved since the previous or previous previous registration).

[0142] (2-10. Consumption of Energy) The "energy" displayed in the display area A42 of the progression screen G40 shown in Fig. 5 has an initial upper limit of "30", for example, and this upper limit varies depending on the manager level (described later), with the upper limit increasing as the manager level increases. Alternatively, the upper limit of energy may be constant (unchanging).

[0143] In the training mode of this embodiment, the required amount of energy is consumed at the timing of the transition to a new month in in-game time in order to progress through the game. The required amount of energy at the timing of the consumption can be set arbitrarily, but in this embodiment, the required amount is "10." In the example of FIG. 5 , today is the "December 28th" turn. If a progress icon P46 with the progress day number information P47 of "3" or less is selected for that turn, the transition will not transition to a new month. On the other hand, if a progress icon P46 with the progress day number information P47 of "4" or more is selected for that turn, the transition will transition to a new month. Thus, the number of in-game days progressed in one turn varies depending on the progress day number information P47 of the selected progress icon P46. Therefore, even in the same turn, depending on the progress day number information P47 of the selected progress icon P46, the turn may or may not transition to a new month, i.e., the timing of consumption.

[0144] For example, assume that in the turn illustrated in FIG. 5 , the user confirms the selection of the progress icon P46 whose progress days information P47 is "5." In this case, executing the command of the selected progress icon P46 will result in a transition to a new month during that turn. That is, the turn during which the transition to a new month occurs is the timing for consuming energy. Therefore, before executing the command of the progress icon P46, it is determined whether or not the required amount of energy remains, "10" or more. If it is determined that the required amount of energy remains, the command of the selected progress icon P46 is executed, provided that "10" of energy is consumed. Note that the required amount of energy may be reduced (consumed) during that turn before the command of the progress icon P46 is executed, or the required amount of energy may be reduced after the command of the progress icon P46 is executed (or after all events occurring during that turn have ended).

[0145] On the other hand, if it is determined that the amount of energy is less than the required amount of "10" on a turn when energy should be consumed, a pop-up energy shortage notification window G110, such as that shown in FIG. 14, is displayed on the progress screen G40. The energy shortage notification window G110 displays, for example, an explanatory text P111 such as "You do not have enough energy to continue training. Would you like to recover?", a "Return to Home" button B112, and a "Recover" button B113. If the user selects the "Return to Home" button B112, the training mode is interrupted and the user returns to the home screen. If the user selects the "Recover" button B113, a screen for selecting an item (including paid items) to recover energy is displayed.

[0146] (2-11. Recovery of Action Points) Action points are naturally recovered over time, even if they are consumed. For example, they are recovered at a rate of 1 point every 6 minutes. Action points can also be recovered to a predetermined amount or an upper limit by using recovery items or paid items (they will not recover beyond the upper limit). Action points are also recovered to an upper limit (maximum value) each time the manager level increases (levels up). As a variation, action points may be increased by a predetermined amount (preferably more than the required amount) when the manager level increases.

[0147] (2-12. Manager Level) The manager level is the level of the manager character that represents the user, or in other words, the user's game level. The initial manager level at the start of the game is "1." As the user plays the game and gains experience points as a manager (hereinafter referred to as "manager experience points"), the manager level increases by one each time the gained manager experience points reach the required experience points. The higher the manager level, the greater the amount of experience points required to increase the manager level. For example, the amount of experience points required to increase the manager level from "1" to "2" is "30," and the amount of experience points required to increase the manager level from "2" to "3" is "70." As a variation, the amount of experience points required to increase the manager level may be constant regardless of the manager level.

[0148] Manager experience points can be earned by consuming action points in training mode (or by progressing through the game by consuming action points in training mode). In this embodiment, 5 manager experience points can be earned each time action points are consumed. Since action points are consumed on turns that involve a transition between months, manager experience points are earned when action points are consumed on turns that involve a transition between months. Note that manager experience points may also be earned by satisfying predetermined acquisition conditions in a game mode other than training mode. For example, a user can earn a predetermined amount of manager experience points each time they play a match in battle mode using a registered team or a team made up of registered individual players.

[0149] (2-13. Early recovery of action points at the time of consumption) As mentioned above, manager experience points can be earned by consuming action points on the turn when the month crosses over. Therefore, there are limited, specific cases in which if action points are consumed on the turn when the month crosses over, the manager experience points reach the required experience points and the manager level rises. In such specific cases, the increase in manager level will restore action points to their upper limit. Here, in the specific cases described above, if the user does not have enough action points on the turn when the month crosses over, and uses a paid item or the like to restore action points and executes that turn, if the manager level subsequently rises and action points are restored to their upper limit, there is a concern that the user may feel as if the amount restored using the paid item or the like was wasted.

[0150] Therefore, in the specific case where consuming energy on a turn that crosses over months (an example of a consumption timing) would increase the manager level, a process is executed to restore energy to its upper limit by raising the manager level before consuming energy on that turn. As a result, even if energy is insufficient on a turn that crosses over months, energy is automatically restored to its upper limit without the user having to use a paid item, allowing the game to proceed in that turn.

[0151] When the above-described advance processing occurs, the following action points adjustment is made after the game progresses with the execution of a turn that includes a month crossing. That is, if the action points before recovery by the advance processing were insufficient (i.e., less than 10) compared to the required amount of "10," the shortfall is consumed from the action points recovered by the advance processing (i.e., the maximum value of action points) after the execution of a turn that includes a month crossing. To give a specific example, if the action points before recovery by the advance processing were "3," the shortfall is "7," so after the execution of a turn that includes a month crossing, the action points are reduced by "7" from the maximum value. In this case, the automatic recovery of action points in advance due to the advance processing essentially results in an advance borrowing of action points.

[0152] On the other hand, if the action points before being recovered by the advance processing were not insufficient compared to the required amount of 10 (i.e., were 10 or more), the action points will be fully recovered to the upper limit after the turn in which the month crosses is executed.

[0153] As a variation, the action power may be fully restored to the maximum value after the turn in which the month crosses over, regardless of the action power before the recovery by the advance processing. As another variation, the action power may be reduced to the required amount of "10" after the turn in which the month crosses over, regardless of the action power before the recovery by the advance processing.

[0154] When the above-described forward processing occurs, it is desirable to notify the user that action points have been restored by the forward processing before or after the forward processing is executed. This allows the user to recognize the benefit of the forward processing. For example, when notifying before the forward processing is executed, a cut-in effect for the notification may be performed before the execution of a turn in which a month crosses over. Furthermore, for example, when notifying after the forward processing is executed, after the execution of a turn in which a month crosses over over (e.g., after all events occurring in that turn have ended), the user may be notified that action points have been restored in advance by the forward processing together with a report on the execution results of that turn.

[0155] 15 is a schematic functional block diagram showing an example of the functional configuration of the game system 1. As shown in FIG. 15, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a ROM 12, a RAM 13, an auxiliary storage device 14, a ROM 32, a RAM 33, and an auxiliary storage device 34. The data storage unit 100 stores data necessary to provide a game.

[0156] For example, various data for executing a game stored in the data storage unit 100 may be stored in a database DB or the auxiliary storage device 34 of the server 30, and when the gaming terminal 10 accesses the server 30, the necessary data may be downloaded to the RAM 13 or the auxiliary storage device 14 of the gaming terminal 10. Information regarding the results of a game executed on the gaming terminal 10 or changes to the data may be transmitted from the gaming terminal 10 to the server 30 in real time or at a predetermined timing, and the data stored in the database DB or the auxiliary storage device 34 of the server 30 may be updated as appropriate. Furthermore, for example, necessary data may be stored in the auxiliary storage device 14 of the gaming terminal 10 so that at least a part of the game can be executed offline on each user's gaming terminal 10 without logging in to the server 30.

[0157] As a specific example of data stored in the data storage unit 100, the data necessary to provide the baseball game described above will be described. The data storage unit 100 stores a panel information table TBL101, a progress icon information table TBL102, a user information table TBL103, a character information table TBL104, team data DT105, game progress data DT106, etc. Note that the panel information table TBL101 (see FIG. 6) and the progress icon information table TBL102 (see FIG. 7) have already been described, and therefore their description will be omitted.

[0158] Fig. 16 shows an example of the user information table TBL103. In the example of Fig. 16, the user information table TBL103 stores information for one user with a user ID of "U1", but the user information table TBL103 for all users registered in the game system 1 is stored in the data storage unit 100 of the game system 1 (for example, the database DB or the auxiliary storage device 34).

[0159] The user information table TBL103 stores, in association with each user's user ID, the user name, manager level (user's game level), information on scholarship students possessed, information on scholarship managers possessed, information on teams registered after training is completed, information on individual players registered after training is completed, information on scouted players, information on possessed items, information on possessed points, information on other users (friends) associated with the user's user ID, etc.

[0160] FIG. 17 shows an example of the character information table TBL104. The character information table TBL104 is master data for managing all scholarship student characters used in the game provided by the game system 1. The character information table TBL104 stores initial value data for all scholarship students. For example, the character information table TBL104 is stored and managed in the respective storage devices (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.) of the server 30 and the game terminal 10. The character information tables TBL104 stored in the server 30 and the game terminal 10 are basically the same. For example, if the game operator changes the character information table TBL104 in the server 30, the changed information is distributed from the server 30 to the game terminal 10 via the network N.

[0161] The character information table TBL104 includes fields such as "character ID," "name," "rarity," "defensive aptitude," "pitching aptitude," "ability," and "possession effect" for each scholarship student. The character ID is identification information that uniquely identifies a character in the game. Although omitted from FIG. 17 , the character information table TBL104 also stores information on characters other than scholarship students used in the game (such as a scholarship manager).

[0162] FIG. 18 shows an example of team data DT105. The team data DT105 is information about a team to be developed in the development mode. The team data DT105 is stored for each user (associated with a user ID). The team data DT105 includes information such as the team's rank, reputation, and overall team strength. The team data DT105 also includes character IDs for the scholarship students, regular students, scholarship managers, and regular managers included in the team, as well as parameter information such as the abilities of each character. The team data DT105 also includes information about individual training instructed by the user for each player on the team. The team data DT105 also includes team lineup information (information distinguishing between starting members, bench members, and off-bench members, positions, batting order, etc.).

[0163] The game progress data DT106 stores, for example, information about the current turn (today's date in the game time, multiple progress icons P46 displayed on the screen, information about players participating in practice, etc.), information about multiple panels P44 displayed on the screen, etc.

[0164] In this embodiment, the game system 1, server 30, or game terminal 10 controls a game in which a training target is trained by changing or setting parameters of the training target based on user operation. Here, a "user" refers to, for example, a person who operates a game terminal to play a game. For example, user identification information is set for each user or the game terminal operated by each user, and each user is identified (specified) by the user identification information. "User identification information" is information for uniquely identifying each user. For example, a user ID, a unique username, or an email address is an example of "user identification information." A "training target" is an object or a group including multiple objects whose parameters are changed or set as the game progresses based on user operation. A "training target" may be at least one object, at least one group, or both at least one object and at least one group.

[0165] Here, an "object" is something that can be used in a game. For example, a game character, a game card, etc. are examples of an "object." For example, game characters and game cards representing people such as baseball, soccer, or other sports players, animals such as racehorses, plants such as trees and flowers, fictional creatures such as monsters, and inanimate objects such as robots are examples of an "object." For example, an "object" may be a game character or a game card corresponding to a real person or animal, or it may not correspond to a real person or animal. In the baseball game example mentioned above, each player on the team (including scholarship students, general students, scholarship managers, and general managers) is an example of an "object."

[0166] "Changing parameters" refers to changing parameters set in an object. For example, improving or lowering parameters set in an object is an example of "changing parameters." "Setting parameters" refers to setting parameters not yet set in an object to that object. For example, adding a special ability that an object did not previously have to that object (e.g., associating special ability information with an object) is an example of "setting parameters." Note that "setting parameters" includes not only setting parameters that have advantageous effects but also setting parameters that have disadvantageous effects. In the baseball game example mentioned above, changing the ability parameters of multiple players on a team to be developed through commands such as practice or events is an example of "changing parameters." Furthermore, granting multiple players on a team special abilities (special abilities with advantageous or disadvantageous effects) through commands such as practice or events is an example of "setting parameters."

[0167] 15 , the game system 1 includes a control unit 110. The control unit 110 is realized by the CPU 11 of the game terminal 10 or the CPU 31 of the server 30 executing a game program stored in a storage device (such as ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, or auxiliary storage device 34). Some of the functions of the control unit 110 may be realized by the CPU 11 of the game terminal 10, and the remaining functions may be realized by the CPU 31 of the server 30. Alternatively, all of the functions of the control unit 110 may be realized by the CPU 31 of the server 30, or all of the functions of the control unit 110 may be realized by the CPU 11 of the game terminal 10.

[0168] The control unit 110 includes a first parameter management unit 111 and a game execution unit 112. The first parameter management unit 111 has a function of managing first parameters that are associated with the user identification information of the user and are necessary for executing the game in which the training target is trained.

[0169] Here, the "first parameter" refers to a game parameter required for executing a game in which a training target is developed. The "first parameter" may be, for example, a cost, compensation, action power, stamina, vitality, AP, EP, or any other arbitrary name. The first parameter management unit 111 may be configured to gradually restore the first parameter to its upper limit over time when the first parameter is consumed. Note that the "first parameter" may not be restored over time. The "first parameter" may be fully restored to its upper limit or a predetermined amount restored using paid items, recovery items, points, in-game currency, etc., or may not be restored using paid items, etc. The "first parameter" may be fully restored to its upper limit or a predetermined amount restored when a predetermined recovery condition in the game (e.g., the user's game level exceeds a predetermined standard) is met. In the baseball game example described above, an example of the "first parameter" is the action power required to execute a command, such as practice, for the user's team, which is managed in association with a user ID.

[0170] The game execution unit 112 has a function of executing a game for raising a training object, on the condition that a required amount of the first parameter is consumed at at least one consumption timing provided after the start of training of the training object.

[0171] Here, "consumption timing" refers to the timing at which the first parameter is consumed. With regard to "at least one consumption timing provided after the start of training of the training target," the consumption timing is provided after the start of training of the training target. Furthermore, the consumption timing may be provided multiple times after the start of training of the training target, or may be provided only once. For example, consumption timings provided multiple times from the start to the completion of training, or consumption timing provided only once from the start to the completion of training, are examples of "at least one consumption timing provided after the start of training of the training target."

[0172] Furthermore, for example, setting the timing at which the training of a training target is completed as the timing for consuming the first parameter corresponds to an example of "at least one consumption timing provided after the start of training of the training target." In this case, the first parameter is paid in arrears. For example, a limit on the number of times that deferred payment is possible in the real world, such as once a day or three times a week, may be set. Alternatively, a condition for deferred payment (e.g., the user's game level reaching a predetermined standard or achieving a predetermined game result in a game mode other than the training mode) may be set. Furthermore, for example, a consumption timing provided only once or multiple times after the completion of training of a training target corresponds to an example of "at least one consumption timing provided after the start of training of the training target." In this case, the first parameter is also paid in arrears. The aforementioned limit on the number of times that deferred payment is possible or the condition for deferred payment may be set. In this deferred payment aspect of the first parameter, for example, while the user is interrupted from playing the game (e.g., while sleeping), the first parameter that has naturally recovered over time may be automatically consumed at a consumption timing provided at predetermined intervals (i.e., automatic deduction).

[0173] With regard to the "first parameter of required amount," the required amount can be set arbitrarily and may be constant (fixed) or variable. For example, the required amount may be constant no matter how many times a training game for one training target is played (even if new training is repeatedly performed after training is completed), or the required amount may increase or decrease as the number of times the training game is played increases. Furthermore, if multiple consumption timings are set after training begins, the required amount of the first parameter for each time may be constant, or the required amount may increase or decrease with each time.

[0174] Regarding "executing a game in which a player raises a target to be trained, subject to the consumption of a required amount of the first parameter," if at least one consumption timing is provided between the start of training and the completion of training, the game can be progressed by executing the game in which a player raises a target to be trained from the start of training until the consumption timing. However, after the consumption timing, the game cannot be progressed by executing the game in which a player raises a target to be trained unless the required amount of the first parameter is consumed at each consumption timing. If multiple consumption timings are provided before the completion of training, the game cannot be progressed thereafter unless the required amount of the first parameter is consumed at each consumption timing. On the other hand, if the consumption timing is set at the completion of training of the target to be trained or after the completion of training (i.e., if deferred payment is permitted), the game can be progressed by executing the game in which a player raises a target to be trained from the start of training to the completion of training. However, because the consumption of the required amount of the first parameter is a condition for game execution, the required amount of the first parameter is consumed at the consumption timing at or after the completion of training. For example, if the required amount of the first parameter is insufficient at the time of completion of training or at the time of consumption after completion of training, a restriction may be imposed such that the registration or use of the trained target whose training has been completed cannot be performed until the required amount of the first parameter can be consumed. Alternatively, for example, a restriction may be imposed such that the game for training the next trained target cannot be started until the required amount of the first parameter can be consumed.

[0175] In the baseball game example described above, the game execution unit 112 has a function of executing a team development game, provided that a required amount of energy is consumed at at least one consumption timing provided after the start of development of the user's team. This allows the development game to begin with at least enough energy at the development start timing, making it possible to progress through the game to at least some extent. This reduces the burden on the user to execute the development game (particularly to start the game). For example, in the case of energy that recovers over time or through a fee, the waiting time and fee required to recover energy can be reduced, thereby reducing the burden on the user. This allows the user to start the development game without feeling too burdened, thereby preventing the user from losing interest in starting the game.

[0176] In addition, the game execution unit 112 can be configured to have the function of progressing the game in which the training object is trained, provided that the required amount of the first parameter is consumed at each of multiple consumption timings set between the start and completion of training of the training object.

[0177] Here, the period from the start of training to the completion of training (hereinafter referred to as the "training period") may always be constant (for example, one year in-game time), or the training period may vary depending on the training object. For example, if the training object is a group such as a baseball team, the training period may be one year, and if the training object is an individual object (for example, a player character belonging to a baseball team), the training period may be three years. Furthermore, the training period may vary depending on the attributes of the object (or the attributes of the team), such as one year for a player character who is a third-year high school student, two years for a second-year student, and three years for a first-year student.

[0178] Regarding the "multiple consumption timings set between the start and end of training," the number of consumption timings can be set arbitrarily. For example, consumption timings can be set for each day, week, month, year, etc. in-game time (or real-world time). For example, if consumption timings are set for each month in-game time, timings that cross over into the next month may be set as consumption timings. Alternatively, timings that include the first or last day of a month in-game time, or a mid-month (e.g., the 15th) may be set as consumption timings. Consumption timings may be set at regular intervals, such as each month in-game time (or real-world time). Alternatively, consumption timings may be set according to a certain rule, but not necessarily at regular intervals, such as every week for the first three months after training begins, every two weeks for the next three months, and every month thereafter. The intervals between consumption timings may become longer or shorter as the game progresses. Alternatively, consumption timings may be set at irregular intervals. For example, the interval from one consumption timing to the next consumption timing may be determined based on probability each time (for example, randomly).

[0179] The consumption timing may be determined based on in-game time or real-world time. In the baseball game example described above, the consumption timing is defined as the timing across months in the in-game time. In this example, the consumption timing of the first parameter is set for each "month" in the in-game time. As an example of defining the consumption timing based on real-world time, the consumption timing may be defined as the timing across months in the real world. As a specific example, the consumption timing is set to midnight on the first day of each month in real-world time, and the first parameter must be consumed when the game is played after midnight on the first day of each month. In this case, the consumption timing of the first parameter is set for each "month" in the real world. This example can be considered a subscription mode that allows a user to play one game or one game mode for a predetermined period of time (one month in the above example, but it may also be one day, one week, etc.).

[0180] "Game progression" refers to the game being executed and progressing based on user operations to progress the game. "Game progression in training a training target" refers to the game being executed and progressing based on user operations to train a training target. For example, in a turn-based game in which turns progress according to user operations, an example of "game progression" is the execution of turn processing in response to user operations. Note that the game may also be one in which a fixed period of in-game time, such as one day or one week, progresses with each turn. In other words, the game may have a set number of turns required from the start of training to the completion of training. The amount of progress per turn may also vary from turn to turn. For example, the game may progress by one day, or by multiple days, such as three or five days, depending on the command selected by the user. In the baseball game example described above, by selecting a command option (progress icon P46) such as practice with each turn, the selected practice processing is executed, and the game progresses.

[0181] In the baseball game example described above, the game execution unit 112 progresses the training mode game on the condition that a required amount of energy is consumed at each of the set monthly intervals (examples of multiple consumption intervals) from the start of training to the completion of training for the training target team. This configuration allows the player to progress through the training game each time by consuming energy at each of the multiple consumption intervals after the start of training, rather than consuming a large amount of energy at once when training for the training target begins. In this way, the total energy required from the start of training to the completion is consumed in small increments at each consumption interval, thereby minimizing the amount of energy required at one time. This reduces the burden on the user when playing the training game.

[0182] The development target can be a group including multiple belonging objects. Here, an "affiliated object" is an object that belongs to (is included in) a group. Also, a "group" is a group consisting of two or more belonging objects. A "group" can also be referred to as, for example, a team, a group, a squad, a party, a guild, etc. For example, in a game simulating baseball, soccer, or other sports, a team including multiple player characters as "affiliated objects" is an example of a "group." Also, in a game using objects such as animals such as racehorses, plants such as trees and flowers, fictional creatures such as monsters, or non-living objects such as robots, a party including multiple objects as "affiliated objects" is an example of a "group."

[0183] In the example of the baseball game mentioned above, the object of development is a team including a plurality of players, and the plurality of players can be developed in groups.

[0184] The group may include a first belonging object selected by the user from among the owned objects associated with the user identification information, and a second belonging object other than the owned object. Here, a "owned object" refers to an object owned by the user in the game that is stored in association with the user identification information. Examples of "owned objects" include an object acquired by lottery in a lottery mode (so-called gacha), an object acquired as a reward for fulfilling a predetermined condition in the game (e.g., winning a game), and an object received as a gift from another user or in an exchange with another user. A user can selectively use any owned object in the game. A "first belonging object" refers to at least one owned object selected by the user from among the owned objects included in a group to be developed (e.g., a baseball team). A "second belonging object" refers to an object included in the group to be developed, other than the owned object. For example, an object such as a mob character generated by the game system corresponds to an example of a second belonging object. Furthermore, an object selected by lottery from among the objects managed in the game corresponds to an example of a second belonging object.

[0185] In the example of the baseball game mentioned above, the user's team (an example of a group) includes scholarship students (an example of a first belonging object) selected by the user from among the scholarship students associated with the user ID, and regular recruits (an example of a second belonging object) who are mob characters generated by the game system 1. This allows some of the players making up the user's team to include objects selected by the user from among the objects (scholarship students) owned by the user. This allows the user to acquire various objects in advance, thereby increasing the degree of freedom in the composition of the team to be developed.

[0186] Furthermore, the training target can be both a group and an individual object belonging to the group. In the example of the baseball game mentioned above, the training target is both a team consisting of multiple players (including scholarship students and regular recruits) and the individual players (scholarship students or regular recruits) included in the team. This allows training of the team as a training target, while also allowing individual players included in the group to be trained.

[0187] In addition, the game execution unit 112 can be configured to have the function of accepting collective instruction operations for raising multiple belonging objects included in a group, as well as accepting individual instruction operations for raising each of the multiple belonging objects.

[0188] Here, a "collective instruction operation for training" refers to an instruction operation for training that a user can issue collectively to multiple belonging objects included in a group. This may be a collective instruction to all of the belonging objects included in the group, or a collective instruction to some of the belonging objects included in the group (e.g., a collective instruction to all pitchers or all fielders on a baseball team). An "individual instruction operation for training" refers to an instruction operation for training that a user can issue individually to each of the belonging objects included in the group. The collective instruction operation or individual instruction operation for training may include, for example, instructions for practice or games, as well as instruction operations such as studying (to gain knowledge), taking a break (to relieve fatigue), or going out or playing (to change one's mood). Furthermore, the collective instruction operation or individual instruction operation for training may be an operation for instructing a training policy (e.g., a training policy). For example, in the case of a baseball game, training policies such as "improving batting ability," "improving running ability," and "improving defensive ability" may be instructed at a predetermined timing or at any timing, or the training policy may be changed.

[0189] In the example of the baseball game mentioned above, the game execution unit 112 accepts an operation to instruct multiple players on a team to practice collectively (an operation to select and execute the progress icon P46 mentioned above), and also accepts an operation to instruct each of the multiple players individually to practice (an operation to instruct individual practice mentioned above). This makes it possible to train multiple players collectively as a team, while also enabling individual training that brings out the individuality of each player on the team, thereby increasing the gameplay and entertainment value of the training game.

[0190] Furthermore, the multiple belonging objects included in a group may include belonging objects with different remaining periods until the completion of their training. Here, "belonging objects with different remaining periods until the completion of their training" includes any of the following cases (1) to (3): (1) When the timing of the start of training is the same, but the remaining periods until the completion of training are different due to different training periods. For example, in a high school baseball team, in the first year of the game, the training periods are different for first-year students (approximately three years until graduation), second-year students (approximately two years until graduation), and third-year students (approximately one year until graduation). (2) When the training periods are the same, but the remaining periods until the completion of training are different due to different training start times. For example, in a high school baseball team, freshmen (whose training period is approximately three years from enrollment to graduation) join the team every year, but there are first-year students, second-year students (joining one year earlier than first-year students), and third-year students (joining two years earlier than first-year students) who join the team at different times (training start times). (3) When the remaining time until completion of training differs due to differences in the training period and training start timing, for example, in a high school baseball team, a transfer student or a character joining mid-season (any of first-year to third-year students) can join the team in a month other than the month of enrollment (e.g., April).

[0191] In the baseball game example mentioned above, there are players on the team with different remaining time periods until their training is complete (such as (1) to (3) above), so it becomes necessary to instruct the training of the entire team or individual players while taking into account the remaining time periods of each player. This increases the gameplay and entertainment value of the training game.

[0192] 19 , the control unit 110 can include a group registration unit 113 and an object registration unit 114. The group registration unit 113 has a function of registering, after the completion of training of a group, the group in association with user identification information as a group that can be used in a second game different from the game in which the training target is trained. The object registration unit 114 has a function of registering, after the completion of training of at least one of a plurality of belonging objects included in the group, the belonging object whose training has been completed in association with user identification information as an object that can be used in the second game.

[0193] Here, the "second game" may be of any genre or specifications as long as it is a game different from the game in which a training target is trained (referred to as a "training game"). The training game and the second game may each be part of a single game, or may be separate games. For example, one game mode among multiple game modes included in a game executed by a single game program corresponds to an example of a "training game," and the other game modes among the multiple game modes correspond to examples of a "second game." Furthermore, the game executed by the first game program may be the training game, and the game executed by the second game program may be the second game.

[0194] In the baseball game example described above, after the development of a team (an example of a group) is completed (after the farewell party event that occurred on September 6th), the group registration unit 113 registers the team in association with a user ID as a team that can be used in a competitive mode (an example of a second game) that is different from the development game. Furthermore, after the development of the third-year players included in the team is completed (after the draft conference event that occurred on October 26th), the object registration unit 114 registers some of the third-year players (players who meet certain registration conditions) in association with a user ID as individual players that can be used in a competitive mode that is different from the development game. This allows the second game to be enjoyed using the registered team or individual players even after the development is completed. In particular, since registration is possible on a team-by-team basis and individual player-by-player basis, and the second game can be enjoyed using either or both, the variety of the game is expanded.

[0195] Furthermore, the timing at which a group whose development has been completed is registered by the group registration unit 113 may be different from the timing at which individual belonging objects whose development has been completed are registered by the object registration unit 114.

[0196] In the example of the baseball game described above, the timing at which a team whose training has been completed is registered by the group registration unit 113 is after the end of the farewell party event that occurs on September 6. On the other hand, the timing at which individual players whose training has been completed are registered by the object registration unit 114 is after the end of the draft meeting event that occurs on October 26, which is different from the timing at which teams are registered. This allows the player to enjoy playing the second game, which is different from the training game, without getting bored, for example, by using a team after registering it and using individual players after registering them.

[0197] 19, the control unit 110 can be configured to include a management unit 115. This management unit 115 has a function of excluding only a portion of the belonging objects from the group and adding new belonging objects to the group each time the development of a group including multiple belonging objects is completed, thereby enabling repeated development of the group while partially replacing the belonging objects.

[0198] In the example of the baseball game mentioned above, each time the development of a team including multiple players (first- to third-year players) is completed, the management unit 115 removes only the third-year players from the team and adds new freshmen players to the team, thereby enabling repeated development of the team while partially replacing the multiple players that make up the team. This allows for the realization of a development game with high gameplay and entertainment value, in which team development can be repeated without interruption and indefinitely.

[0199] 19, the control unit 110 can be configured to include a joining candidate processing unit 116. This joining candidate processing unit 116 has a function of presenting a plurality of candidate objects that can be candidates for a new belonging object to the user before the new belonging object is joined, and determining the probability that a candidate object selected by the user from the plurality of candidate objects can become the new belonging object.

[0200] In the example of the baseball game mentioned above, in the freshman scouting event, before a freshman player (an example of a new belonging object) joins the team, the joining candidate processing unit 116 presents to the user a plurality of scout player candidates P101 (an example of candidate objects) that could be candidates for the freshman player (see FIG. 13 ), and determines the probability that the scout player candidate P101 selected by the user from among them will become a freshman player. This allows the user to select and scout candidates for freshman players that the user wants to join the team in advance, before the freshman player joins, thereby enhancing the gameplay of the training game.

[0201] 19 , the control unit 110 may include a second parameter management unit 117. The second parameter management unit 117 has a function of managing a second parameter that can be improved as the game progresses by consuming a first parameter. The first parameter management unit 111 may have a function of restoring the first parameter to a predetermined amount or an upper limit when the second parameter improves beyond a predetermined standard.

[0202] Here, the "second parameter" is a game parameter associated with the user's user identification information, and improves as the user consumes the first parameter to progress through the game. For example, the user's experience points, which improve each time the user consumes the first parameter to progress through the game, or the user level, which improves each time the experience points meet a predetermined criterion, are examples of the "second parameter." Furthermore, if the experience points of the user's alter-ego character (the so-called player character) improve each time the user consumes the first parameter to progress through the game, and the character level improves each time the experience points meet a predetermined criterion, the character's experience points or character level are examples of the "second parameter." In the baseball game example described above, the manager level, or the manager's experience points for improving the manager level, are examples of the "second parameter."

[0203] In the baseball game example mentioned above, the second parameter management unit 117 manages the manager level (or manager experience points) that can be improved as the game progresses by consuming energy. The first parameter management unit 111 then restores the manager level (or manager experience points) to a predetermined amount or to an upper limit when the manager level (or manager experience points) improves beyond a predetermined standard. This reduces the burden on the user because the manager level (or manager experience points) is improved by consuming energy and the manager level improves beyond the predetermined standard, and the manager's energy is restored to the predetermined amount or to the upper limit.

[0204] 19 , the control unit 110 can also include an advance processing unit 118. When the advance processing unit 118 determines that the second parameter will be improved beyond the standard if the first parameter is consumed at the consumption timing and the game progresses, the advance processing unit 118 has a function of executing advance processing to restore the first parameter to a predetermined amount or to an upper limit by improving the second parameter beyond the standard before the first parameter is consumed at the consumption timing.

[0205] Here, with regard to "the game progresses by consuming the first parameter," it does not matter which comes first, the consumption of the first parameter or the progression of the game by playing the game, or both may occur approximately simultaneously. For example, the first parameter may be consumed before the game is played, or the game may be played before the first parameter is consumed.

[0206] In the baseball game example mentioned above, if the advance processing unit 118 determines that consuming energy (an example of a first parameter) in a turn where a transition occurs and the month continues (as the game progresses) will result in an increase in the manager level (an example of an increase in the second parameter beyond the standard), the advance processing unit 118 increases the manager level before consuming energy in the turn where the transition occurs, thereby restoring the energy to a predetermined amount or upper limit. This allows the user to progress through the game without paying any fees at the specific timings where the manager level increases and energy is restored by consuming energy at the timings. This prevents the user from feeling like they have made unnecessary payments.

[0207] Furthermore, if the first parameter before the advance processing unit 118 improves the second parameter is insufficient for the required amount, the first parameter management unit 111 may be configured so that, after the game progresses, the shortfall is consumed from the first parameter after it has been restored by the advance processing unit 118.

[0208] In the baseball game example mentioned above, if the amount of energy before the advance processing unit 118 raises the manager level is insufficient (e.g., a deficit of "7") compared to the required amount, the first parameter management unit 111 causes the amount of energy after the advance processing unit 118 has restored the energy (e.g., restored to the maximum value) to be consumed (in this example, reduced by "7" from the maximum value) as the game progresses. This configuration essentially allows the advance processing unit 118 to borrow the energy deficit (recover energy), allowing the user to progress in the game without paying a fee, and the borrowed energy deficit can be offset after the game progresses. This allows for a game that satisfies the user.

[0209] Furthermore, if the first parameter was not deficient relative to the required amount before the second parameter was improved by the advance processing unit 118, the first parameter management unit 111 may, after the game progresses, restore the first parameter to the state after it has been restored by the advance processing unit 118. In the example of the baseball game described above, if the action points were not deficient before the advance processing, the action points will be fully restored to their maximum value after the new month.

[0210] As a variation, the first parameter managing unit 111 may be configured to restore the first parameter to its maximum value after the game has progressed, regardless of the first parameter before the second parameter was improved by the advance processing unit 118 (i.e., regardless of whether it is insufficient relative to the required amount). Alternatively, as another variation, the first parameter managing unit 111 may be configured to cause the first parameter to be consumed by the required amount (e.g., 10) after the game has progressed, regardless of the first parameter before the second parameter was improved by the advance processing unit 118.

[0211] 4. Processing Next, an example of processing executed by the game system 1 of this embodiment will be described below. Here, an example of processing executed by the game system 1 when executing the baseball game described above will be described.

[0212] 20 to 25 are flowcharts showing an example of the processing of the game system 1 that executes the training mode. The processing described below is realized, for example, by the control unit 110 (CPU 11 of the game terminal 10 or CPU 31 of the server 30) executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.).

[0213] In the training mode of this embodiment, after training begins, the required amount of energy, "10," is consumed at each new month. Furthermore, at the start of the game (the first year of training begins in April (e.g., April 1st or April 8th), the game can be played without consuming energy at the start of the game.

[0214] 20 , before starting the game in the development mode, the user initializes information such as the region and the name of the high school (S100). The control unit 110 associates the information initialized by the user ID with the user ID and stores it in the user information table TBL103.

[0215] Furthermore, in the first year of the game, the control unit 110 generates a plurality of general recruits who are first-, second-, and third-year students who are mob characters and have them join the user's team (S102). Here, the user may be able to select a general recruit from among the plurality of generated general recruit candidates. Alternatively, in the first year of the game, the general recruits generated by the control unit 110 may join the user's team without the user having to perform a selection operation.

[0216] The control unit 110 also allows a predetermined number of scholarship students selected by the user from among the scholarship students owned by the user to join the user's team (S104). Although not shown in FIG. 20, the control unit 110 allows a manager (a general manager or a scholarship manager) to join the user's team. The control unit 110 then stores information about the players and managers who joined the user's team in the team data DT105. Although not shown in FIG. 20, the user can set the team order. Team order information is also stored in the team data DT105.

[0217] The control unit 110 then displays a progress screen G40 (see FIG. 5 ) on the display unit 17 (S106). Here, the control unit 110 displays multiple progress icons P46 on the progress screen G40 and arranges multiple panels P44 on the map A43. The control unit 110 also determines a practice participant player 48a from among the multiple players on the team in accordance with the multiple progress icons P46 displayed, and displays the practice participant player in the practice player display area A48. The control unit 110 then stores information about the multiple progress icons P46, multiple panels P44, and practice participant player displayed on the progress screen G40 in the game progress data DT106.

[0218] The user selects one of the multiple progression icons P46 displayed on the progression screen G40 and confirms the selection (S108). The control unit 110 then determines whether a progression icon spanning a month has been selected (S110). If the answer is NO in step S110, the process proceeds to step S116, where the control unit 110 executes the game. Immediately after the start of the game, the month will not change for a while until May, and the user can progress through the game without consuming energy.

[0219] On the other hand, if a progress icon spanning a month is selected (YES in S110), the control unit 110 determines whether the action point is 10 or more (S112). If the answer is YES in this step S112, the control unit 110 consumes 10 action points (S114) and executes the game (S116).

[0220] If the action power is less than "10" (NO in S112), the control unit 110 displays an action power shortage notification window G110 (see FIG. 14) on the display unit 17 to notify the user of the lack of action power (S118). If the user recovers the action power using a paid item or the like (YES in S120), the process proceeds to step S114. On the other hand, if the user does not recover the action power (NO in S120), the control unit 110 suspends the training and saves the game data. If the training is to be resumed thereafter, it is resumed from the progress screen display in step S106.

[0221] An example of the "game execution" process of step S116 will now be described with reference to Figure 22. In step S200, the control unit 110 determines whether the progress icon P46 selected by the user is the Freshman Scout. If the answer is YES in step S200, a Freshman Scout event occurs (S210). The processing of this Freshman Scout event will be described in detail later.

[0222] On the other hand, if the progress icon P46 selected by the user is a practice or other progress icon P46 that is not a freshman scouting progress icon (NO in S200), the control unit 110 executes a practice or other command associated with the progress icon P46 (S202). This instructs multiple players on the user's team to practice or other activities simultaneously. In this case, the number of days of practice or other activities indicated by the progress days information P47 (see FIG. 5) displayed (associated) with the progress icon P46 selected by the user is instructed. Therefore, the greater the number of days indicated by the progress days information P47, the greater the ability experience points that multiple players on the team can acquire through practice or other activities. Furthermore, among the multiple players on the team, the practice participating player 48a displayed in the practice participating player display area A48 of the progress screen G40 can acquire more ability experience points than the other players.

[0223] The control unit 110 advances the in-game time schedule by the number of days indicated by the progress days information P47 displayed on the progress icon P46 selected by the user (S204). This advances the number of panels P44 (squares) in the map A43 of the progress screen G40 by the number of days. The control unit 110 then generates an event associated with the panel P44 on which the player stopped (S206). The control unit 110 then updates parameters such as the abilities of the team's multiple players based on the results of the game played during this turn (the results of team practice, events, etc.), and stores the updated parameters in the team data DT105 (S208). The process then proceeds to step S122 of FIG. 21 .

[0224] In step S122, the control unit 110 determines whether it is time to issue individual practice instructions to each player on the team. In this game, individual practice instructions are available at the beginning of each month (at the beginning of the next month), and the control unit 110 determines whether the current turn is a turn that spans the next month. If the answer is YES in step S122, the control unit 110 displays the individual practice instruction screen G70 (see FIG. 10) on the display unit 17 and accepts the user's operation to issue individual practice instructions (S124). The control unit 110 stores information about the individual practice instructions for each player on the team in the team data DT105. After step S124, or if the answer is NO in step S122, the process proceeds to step S126.

[0225] In step S126, the control unit 110 determines whether a farewell party event has occurred during the current turn (i.e., whether the training of the training target has been completed). If the answer is YES in step S126, the control unit 110 registers 18 players (9 starting players and 9 bench players) selected by the user from among the players on the team as a team whose training has been completed (S128). For example, the control unit 110 associates information about the team whose training has been completed with the user ID and stores it in the user information table TBL103. The team registered here can then be used in modes other than the training mode, such as a battle mode.

[0226] Furthermore, the control unit 110 causes the third-year player to leave the current team at the timing of completion of training, and thereafter the player does not participate in team practice, preventing any change in ability (S130). This effectively completes the training of each third-year player.

[0227] In addition, once the training is completed, third-year players will leave their current teams, and training will begin with teams excluding the current third-year players.

[0228] In this game, individual players are registered after the draft event. Alternatively, the team and individual players may be registered at approximately the same time. Furthermore, even after a third-year player leaves a team, parameters such as the player's abilities may be allowed to change, providing an opportunity to develop the third-year player individually until the time of individual player registration. For example, after a farewell party event, a national team may be formed to compete in an international tournament, and third-year players may join the national team, thereby improving the parameters of the participating players, such as their abilities.

[0229] After step S130, or if step S126 returns NO, the process proceeds to step S132. In step S132, the control unit 110 determines whether a draft conference event has occurred during the current turn (i.e., whether it is time to register individual players). If step S132 returns YES, the control unit 110 registers the third-year players on the team who have been drafted (i.e., who have met the specified registration conditions) as individual players whose training has been completed (S134). For example, the control unit 110 associates information about the individual players whose training has been completed with their user IDs and stores them in the user information table TBL103. The individual players registered here can then be used in modes other than the training mode, such as a battle mode. After step S134, or if step S132 returns NO, the process proceeds to step S136.

[0230] In step S136, the control unit 110 determines whether a graduation ceremony event has occurred in the current turn (i.e., whether it is time to graduate third-year players). If the answer is YES in step S136, the control unit 110 graduates the third-year players (S138). Note that graduates who are not registered as individual players are stored in association with the user ID as town people with various occupations, and may appear in the game in the training mode from this point on.

[0231] In this game, the townspeople are the regular students or graduates of the regular managers, and the scholarship students or scholarship managers are not townspeople. As a variation, scholarship students or scholarship manager graduates may also appear in the game as townspeople. After step S138, or if step S136 is NO, the process proceeds to step S140.

[0232] In step S140, the control unit 110 determines whether an entrance ceremony event has occurred during the current turn (i.e., whether it is time to recruit a new student player to the team). If the answer is YES in step S140, the control unit 110 displays the new student player screen G10 (see FIG. 2) on the display unit 17, accepts the user's operation to select and set a new student player, and recruits the new student player to the user's team (S142). The control unit 110 stores information about the new student player in the team data DT105. Although not shown in FIG. 21, the control unit 110 can also recruit a new student manager (a general manager or a special manager) to the user's team. This allows the new student player to join the development team from which the previous year's third-year players were excluded, resulting in a team reshuffle.

[0233] After step S142, or if step S140 is NO, the process returns to step S106 in FIG. 20, where the control unit 110 updates the multiple progression icons P46, panels P44, or practice participants 48a displayed on the progression screen G40, and displays the progression screen G40 for the next turn. For example, the progress icon P46 selected in the previous turn is deleted, and a new progress icon P46 is instead selected by lottery and included in the multiple progress icons P46 to be displayed. The control unit 110 then updates the game progress data DT106.

[0234] In this way, every year, third-year players graduate and new freshmen enroll and join the development team, resulting in a change in team members and the development of the development target (the team or the individual players on that team) continuing forever.

[0235] Next, an example of the "New Student Scout Event" processing of step S210 in FIG. 22 will be described with reference to FIG. 23. In step S300, the control unit 110 (recruitment candidate processing unit 116) displays the scout destination selection screen G90 (see FIG. 12) on the display unit 17 and accepts the user's operation to select a scout destination area. The control unit 110 then displays a list of scout player candidates P101 (see FIG. 13) that can be scouted in the scout destination area selected by the user on the display unit 17 (S302). The user then selects one of the multiple scout player candidates P101 that the user wants to scout (S304), allowing the player (scout player) of the selected scout player candidate P101 to be scouted. The control unit 110 determines the reaction of the scouted player scouted by the user as either "good (e.g., 100% chance of admission)," "average (e.g., 50% chance of admission)," or "bad (e.g., 5% chance of admission)" (S306). Then, the control unit 110 stores the information of the scouted player in the user information table TBL103 in association with the user ID (S308).

[0236] Next, as a variation of the flowcharts illustrated in FIGS. 20 and 21 , an example of a flowchart capable of executing accelerated gameplay processing is shown in FIG. 24 . In the example of FIG. 24 , if S110 in FIG. 20 is YES (a progression icon spanning a month is selected), the control unit 110 (advancement processing unit 118) determines whether the manager level will increase if the month changes (S400). If the result in step S400 is NO, the process proceeds to step S112 in FIG. 20 . On the other hand, if the control unit 110 determines that the specific case is one in which the manager level will increase if the month changes (YES in S400), it executes accelerated gameplay processing to increase the manager level before consuming energy points (S402). This fully restores energy points to their maximum value (upper limit) (S404), allowing the user to progress through the game without using paid items, regardless of how much energy was remaining in the current turn when the progression icon spanning a month was selected.

[0237] Thereafter, the control unit 110 consumes "10" action points (S406) and executes the game (S408). The game execution process of S408 is the same as the game execution process exemplified in Fig. 22. Note that S406 and S408 may be executed in the reverse order, or may be executed substantially simultaneously.

[0238] The control unit 110 then determines whether the remaining amount of action points before the advance processing was less than 10 (S410), and if the answer is YES, restores the amount of action points by the remaining amount before the advance processing (S412). As a specific example, assume that the remaining amount of action points before the advance processing was "3" and the deficit of the required amount of "10" was "7". In this case, after the advance processing in S404 restores the maximum amount of action points, "10" is consumed in S406 and the game is executed (S410), and the remaining amount before the advance processing, "3", is restored in S412. As a result, the action points after the game execution are reduced by "7" from the maximum amount (= the deficit before the advance processing).

[0239] On the other hand, if the remaining amount of action points before the early processing was 10 or more (NO in S410), the control unit 110 will fully restore the action points to the maximum value (S414). After step S412 or S414, the process proceeds to step S122 in FIG. 21.

[0240] [5. Modifications] The present invention is not limited to the embodiments described above. Furthermore, the components of the embodiments described above can be applied in appropriate combinations, and some components may be omitted. For example, in the example configuration of the game system 1 shown in FIG. 19 , if a game is executed that omits the freshman scouting event or the advanced processing, the joining candidate processing unit 116 or the advanced processing unit 118 may be omitted.

[0241] [5-1] In the above, we have shown an example of automatically executing advance processing regardless of the remaining amount of action points in the specific case mentioned above, where the manager level increases if action points are consumed on a turn where a month crosses over.However, advance processing may also be executed only when the amount of action points is insufficient to meet the required amount.

[0242] [5-2] As described above, in the specific case described above, the advance processing may be automatically performed without user intervention. Alternatively, the advance processing may be performed only if the user confirms whether or not the advance processing is necessary and then performs the advance processing. To give a specific example, in the specific case described above, if the player's energy is insufficient to meet the required amount, a notification window may be displayed, instead of the energy deficiency notification window G110 illustrated in FIG. 14 , containing an explanatory text such as, "You do not have enough energy to continue training. Your manager level will soon be upgraded and your energy will be restored, so you can borrow the energy you are lacking and proceed to the next month." The user may then be allowed to choose whether to continue training by borrowing the missing amount or to return to the home screen (interrupting the training mode game).

[0243] [5-3] In the above, we have explained a configuration in which, in the specific cases mentioned above, energy is restored by raising the manager level ahead of time before consuming energy, but it is also possible to configure the system so that the amount of energy that is insufficient can be borrowed in advance without raising the manager level ahead of time. An example of the processing in this configuration is explained below using the flowchart in Figure 25.

[0244] In the example of FIG. 25 , if S110 in FIG. 20 is YES (the progress icon for crossing months is selected), the control unit 110 (advancement processing unit 118) determines whether the manager level will increase if the month changes (S500). If the result in step S500 is NO, the process proceeds to step S112 in FIG. 20 . On the other hand, if the control unit 110 determines that the specific case is one in which the manager level will increase if the month changes (YES in S500), the process proceeds to step S112 in FIG. 20 . If the result in step S502 is NO, the process proceeds to step S114 in FIG. 20 . On the other hand, if the result in step S502 is YES, the control unit 110 executes a borrowing process to restore the amount of energy that is lacking before consuming it (S504). This is a borrowing process that restores energy by the minimum necessary amount, rather than fully restoring energy. This allows the user to progress through the game by consuming the required amount of action points in the current turn when the progress icon spanning the month is selected, without using a paid item or the like.

[0245] The control unit 110 then consumes 10 energy points (S506) and executes the game (S508). This increases the manager level (S510) and fully restores energy points to their maximum value (S512). The control unit 110 then reduces the amount of energy borrowed, i.e., the energy points that were restored before the borrowing process (S514). After step S514, the process proceeds to step S122 in FIG. 21.

[0246] [5-4] The above describes a configuration in which a consumption timing is set after the start of training of a training target, but the following configuration may also be used. As described above, when multiple consumption timings are set between the start of training and its completion, the total cost required for training can be divided into sections called consumption timings, thereby reducing the amount of the first parameter required at each consumption timing. In this configuration, even if the configuration is changed to one in which the start of training is the consumption timing, the amount of the first parameter required at the start of training can be reduced. Therefore, a configuration in which multiple consumption timings are set between the start of training (including the start of training) and its completion of training of a training target may also be used.

[0247] [5-5] Although the above description has mainly focused on an example of a baseball game, the present invention can also be applied to other games. For example, the present invention can be applied to various games, regardless of the game format or genre, such as other sports games (games based on soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), fighting games, combat games, digital card games, role-playing games, simulation games, and adventure games, as long as the game is "a game in which a training target is trained by changing or setting the parameters of the training target based on user operations."

[0248] [5-6] The game terminal 10 and the server 30 can communicate with each other to send and receive various data. Both are information processing devices (computers) equipped with a CPU, ROM, RAM, auxiliary storage device, communication unit, etc., and basically have the same hardware configuration. Therefore, some of the various functions described above may be realized by the CPU 11 of the game terminal 10, and the rest may be realized by the CPU 31 of the server 30. Alternatively, all of the various functions described above may be realized by the CPU 11 of the game terminal 10. Alternatively, all of the various functions described above may be realized by the CPU 31 of the server 30.

[0249] [5-7] Regarding a configuration having a storage control function for storing various information in a storage device, the storage device itself is not included in the configuration, and may be installed anywhere, whether inside or outside the game system 1. For example, the storage device may be a storage device within the game system 1 (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.), or a file server (online storage) configured separately from these.

[0250] [5-8] Some or all of the functions of the control unit 110 described above may be implemented by an integrated circuit such as an LSI (Large Scale Integration). Furthermore, each of the above functions may be implemented individually as a processor. Alternatively, some or all of the above functions may be integrated into a processor.

[0251] [5-9] The computer-readable program according to this embodiment is recorded on various computer-readable recording media, such as a hard disk, optical disk (CD-ROM, DVD-ROM, etc.), flexible disk, or semiconductor memory, and is read from the recording media and executed by the CPU of a computer constituting the game system 1 or the game control device. The program may also be provided to a computer via a network, including a communication line such as the Internet, a WAN, a LAN, or a dedicated line. A computer may read a program stored on a file server (online storage). A computer may also receive a program distributed from a distribution server. The recording media may also include internal or external recording media accessible from the distribution server for program distribution. The program code stored on the distribution server's recording media does not have to be in a format directly executable by the computer that receives it. In other words, the format of the program stored on the distribution server's recording media is arbitrary, as long as it can be installed in an executable manner on a computer after being downloaded from the distribution server. The program may also be divided into multiple parts, downloaded at different times, and then combined. Each of the divided programs may be distributed by a different distribution server. The computer-readable recording medium also includes a storage medium that stores the program for a certain period of time, such as a volatile memory such as RAM in a server that transmits the program via a network or in a computer that receives the program. The program may also be a differential program that can achieve the above-mentioned functions in combination with a program already stored in the computer.

[0252] [6. Supplementary Notes] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0253] 1) A program according to one aspect of the present invention is a program that causes a computer (1, 10, 30) that controls a game for training a training object (e.g., multiple players on a team) by changing or setting parameters of the training object based on user operation to function as a first parameter management unit (111) that manages a first parameter (e.g., action power) required to execute the game for training the training object, which is associated with the user's user identification information, and a game execution unit (112) that executes the game for training the training object, on the condition that the required amount of the first parameter is consumed at at least one consumption timing (e.g., a turn spanning a month in game time) set after the start of training for the training object.

[0254] Here, a "computer" may include at least a processor and a storage device (memory). Here, the processor is, for example, a CPU. The processor may also include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of the CPU. For example, personal computers, tablet computers, smartphones, stationary or portable game consoles, commercial game consoles, mobile phone terminals, PHS terminals, PDAs, multi-function television receivers with information processing capabilities, servers, and other devices that include a processor and a storage device are all included in the "computer" category. Furthermore, a "computer" may be composed of multiple devices that can communicate with each other. For example, a system including a server and a terminal device is also included in the "computer" category.

[0255] According to the above aspect, the first parameter is not required at the start of the training, and the training game is executed on the condition that the first parameter is consumed at at least one consumption timing provided after the start of the training. This allows the first parameter to at least start the training game at the start of the training, making it possible to progress the game to at least a certain extent. This reduces the burden on the user to execute the game (particularly to start the game). This can prevent the user from losing interest in starting the game.

[0256] 2) In one aspect of the present invention, in the aspect described in 1) above, the game execution unit (112) progresses the game in which the target to be trained is trained, provided that the required amount of the first parameter is consumed at each of the multiple consumption timings set between the start and completion of training of the target to be trained.

[0257] According to the above aspect, instead of consuming a large amount of the first parameter at once when training of a training target is started, the first parameter is consumed at each of multiple consumption timings after the start of training, allowing the training game to progress as the player progresses. In this way, the total cost required from the start to completion of training is consumed in small increments at each consumption timing, thereby reducing the amount of the first parameter required at each consumption timing. This reduces the burden on the user when playing the training game.

[0258] 3) In one aspect of the present invention, in the aspect described in 1) or 2), the training target is a group (e.g., a baseball team) including a plurality of belonging objects (e.g., a plurality of players). According to this aspect, the training target is a group, and a plurality of belonging objects can be trained as a group unit.

[0259] 4) In one aspect of the present invention, in the aspect described in 3), the group includes a first belonging object (e.g., a scholarship student) selected by the user from among the owned objects associated with the user identification information, and a second belonging object (e.g., a regular student) other than the owned object. According to this aspect, a first belonging object selected by the user from among the owned objects owned by the user can be included as part of the multiple belonging objects that make up the group. This allows the user to acquire various owned objects in advance, thereby increasing the flexibility of group composition for development targets.

[0260] 5) In one aspect of the present invention, in the aspect described in 3) or 4) above, the development target is both the group (e.g., a team) and the individual belonging objects included in the group (e.g., individual players in the team). According to this aspect, while development is performed on a group-by-group basis with the group as the development target, the individual belonging objects included in the group can also be development targets.

[0261] 6) In one aspect of the present invention, in the aspect described in 5) above, the game execution unit (112) accepts a collective instruction operation for training the plurality of belonging objects included in the group (e.g., an operation of selecting the progress icon P46), and also accepts an individual instruction operation for training each of the plurality of belonging objects (e.g., an individual practice instruction operation). According to this aspect, the user can perform both a collective instruction operation for training the plurality of belonging objects as a group, and an individual instruction operation for each belonging object included in the group. This makes it possible to train the belonging objects as a group, while also enabling individual training that brings out the individuality of each belonging object within the group, thereby increasing the gameplay and interest of the training game.

[0262] 7) In one aspect of the present invention, in any of the aspects 3) to 6) above, the plurality of belonging objects (e.g., a plurality of players on a high school baseball team) include belonging objects (e.g., first-year, second-year, and third-year players) with different remaining times until the completion of their training. According to this aspect, since belonging objects with different remaining times until the completion of their training exist within a group, it becomes necessary to instruct the training of the entire group or the training of each belonging object while taking into account the remaining times of each belonging object. This increases the gameplay and entertainment value of the training game.

[0263] 8) In one aspect of the present invention, in any of the aspects described in 5) to 7) above, the computer further functions as a group registration unit (113) that, after the group's training is complete, registers the group as a group (e.g., a team) usable in a second game (e.g., a battle mode) different from the first game, in association with the user identification information, and an object registration unit (114) that, after the training of at least one of the plurality of belonging objects is complete, registers the belonging object for which training has been completed as an object (e.g., an individual player) usable in the second game, in association with the user identification information. According to this aspect, the group for which training has been completed and the individual belonging objects for which training has been completed can be registered so that they can be used in the second game, which is different from the training game. This allows the second game to be enjoyed using the registered group or individual belonging objects even after training is complete. In particular, registration is possible on a group-by-group basis or on an individual belonging object-by-object basis, and the second game can be enjoyed using either or both, thereby expanding the variety of the game.

[0264] 9) In one aspect of the present invention, in the aspect described in 8) above, the timing at which the group whose development has been completed is registered by the group registration unit (113) (for example, after a farewell party event) differs from the timing at which the belonging objects whose development has been completed are registered by the object registration unit (114) (for example, after a draft meeting event). According to this aspect, since the timing at which the group whose development has been completed and the individual belonging objects are registered differs, for example, after a group is registered, the group can be used, and after an individual belonging object is registered, the belonging object can be used, thereby making it possible to play the second game without getting bored.

[0265] 10) In one aspect of the present invention, in any of the aspects 3) to 9) above, the computer further functions as a management unit (115) that, each time the development of the group including the plurality of belonging objects (a team including a plurality of high school players) is completed, removes only a portion of the plurality of belonging objects (e.g., third-year players) from the group and adds new belonging objects (e.g., freshman players) to the group, thereby enabling repeated development of the group while partially replacing the plurality of belonging objects. According to this aspect, by removing only a portion of the group and then adding new belonging objects to the group, it is possible to realize a development game with high gameplay and entertainment value, in which the development of the group can be repeated without interruption and indefinitely.

[0266] 11) In one aspect of the present invention, in the aspect described in 10), the computer further functions as a joining candidate processing unit (116) that presents the user with a plurality of candidate objects (e.g., scout player candidate P101) that could be candidates for the new affiliated object before the new affiliated object joins, and determines the probability that a candidate object selected by the user from among the plurality of candidate objects will become the new affiliated object. According to this aspect, before the new affiliated object joins, there is a possibility that a candidate object selected by the user from among the plurality of candidate objects will become the new affiliated object. The user can select a candidate affiliated object they want to join the group in advance, which enhances the gameplay of the training game.

[0267] 12) In one aspect of the present invention, in any of the aspects 1) to 11) above, the first parameter management unit (111) restores the first parameter (e.g., action power) to an upper limit over time when the first parameter is consumed. According to this aspect, the first parameter is at least at the timing when the training starts, and the training game can be started without waiting for the first parameter to naturally recover over time, making it possible to progress the game to at least a certain extent, thereby reducing the burden on the user.

[0268] 13) In one aspect of the present invention, in the aspect described in any of 1) to 12) above, the computer further functions as a second parameter management unit (117) that manages a second parameter (e.g., manager level) that can be improved as the game progresses by consuming the first parameter (e.g., energy), and the first parameter management unit (111) restores the first parameter to a predetermined amount or to an upper limit when the second parameter improves beyond a predetermined standard. According to this aspect, the second parameter is improved by consuming the first parameter, and when the second parameter improves beyond the predetermined standard, the first parameter is restored to the predetermined amount or to an upper limit, thereby reducing the burden on the user.

[0269] 14) In one aspect of the present invention, in the aspect described in 13), if it is determined that consuming the first parameter at the consumption timing and progressing the game will improve the second parameter beyond the reference, the computer further functions as an advance processing unit (118) that improves the second parameter beyond the reference, thereby restoring the first parameter to a predetermined amount or to an upper limit, before consuming the first parameter at the consumption timing. There are limited specific cases in which consuming the first parameter at the consumption timing improves the second parameter beyond the reference, thereby restoring the first parameter. If the first parameter is insufficient at the consumption timing in such a specific case, and the user recovers the first parameter by paying, for example, to progress through the game, the first parameter will subsequently be restored, which may cause the user to feel as if their payment was wasted. In response to this, according to this aspect, advance processing is executed to advance the recovery of the first parameter by improving the second parameter beyond the reference before consuming the first parameter at the consumption timing in the specific case. This allows the user to progress through the game at the specific consumption timing without paying a fee, etc. This prevents the user from feeling like they have paid a fee for nothing.

[0270] 15) In one aspect of the present invention, in the aspect described in 14) above, if the first parameter is insufficient relative to the required amount before the advance processing unit (118) improves the second parameter, the first parameter management unit (111) causes the shortfall to be consumed from the first parameter restored by the advance processing unit after the game has progressed. According to this aspect, after the game has progressed due to the advance processing being executed, the shortfall in the first parameter before the advance processing is consumed, effectively offsetting the borrowed amount of the first parameter after the game has progressed. This allows for the realization of a game that gives the user a sense of satisfaction.

[0271] 16) A game control device (10 and / or 30) according to one aspect of the present invention controls a game in which a training target (e.g., multiple players on a team) is trained by changing or setting parameters of the target based on user operation. The game control device includes: a first parameter management unit that manages a first parameter (e.g., action points) required to execute the game in which the target is trained, the first parameter being associated with the user's user identification information; and a game execution unit that executes the game in which the target is trained, provided that the required amount of the first parameter is consumed at at least one consumption timing (e.g., a turn spanning a month in game time) established after the start of training of the target. This achieves the same effect as the aspect described in 1). A game control device of this configuration can be configured, for example, as a computer serving as a game device (e.g., a smartphone, a mobile phone, a PHS, a tablet computer, a dedicated game console, a personal computer, a multi-function television, an arcade game machine, etc.). Alternatively, the game control device can be configured as a computer such as a server that can communicate with each user's terminal device. Alternatively, the game control device can be configured from multiple computers (servers, terminal devices, etc.) that communicate with each other.

[0272] 17) A game system (1) according to one aspect of the present invention includes a server (30) and a terminal device (10) capable of communicating with the server (30), and controls a game for training a training target (e.g., multiple players on a team) by changing or setting parameters of the target based on user operation, and includes a first parameter management unit that manages a first parameter (e.g., action points) required for executing the game for training the target, which is associated with the user's user identification information, and a game execution unit that executes the game for training the target, on the condition that a required amount of the first parameter is consumed at at least one consumption timing (e.g., a turn spanning a month in game time) set after the start of training of the target. This achieves the same effect as the aspect described in 1) above.

[0273] 18) A control method for controlling a computer (1, 10, 30) according to one aspect of the present invention is a control method for controlling a computer that executes control of a game for training a training object (e.g., multiple players on a team) by changing or setting parameters of the training object based on user operation, the control method including: a first parameter management step (S112, S114) for managing a first parameter (e.g., action points) required to execute the game for training the training object, the first parameter being associated with the user identification information of the user; and a game execution step (S114, S116) for executing the game for training the training object, provided that a required amount of the first parameter is consumed at at least one consumption timing (e.g., a turn spanning a month in game time) set after the start of training of the training object. This achieves the same effect as the aspect described in 1) above.

[0274] 19) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having recorded thereon a program according to any one of the aspects 1) to 15) above, thereby achieving the same effects as those of the aspects 1) to 15) above.

[0275] It should be noted that the specific embodiments or examples given in the form for implementing the invention are merely intended to clarify the technical content of the present invention, and should not be interpreted narrowly as being limited to such specific examples, but can be implemented in various modified forms within the scope of the technical idea and claims of the present invention.

[0276] 1...game system, N...network, DB...database, 10...game terminal, 11...CPU, 13...RAM, 14...auxiliary storage device, 17...display unit, 30...server, 31...CPU, 33...RAM, 34...auxiliary storage device, 100...data storage unit, 110...control unit, 111...first parameter management unit, 112...game execution unit, 113...group registration unit, 114...object registration unit, 115...management unit, 116...joining candidate processing unit, 117...second Parameter management unit, 118...advance processing unit, A43...map, P44...panel, P46...progress icon, P47...progress days information, A48...practice participating player display area, 48a...practice participating player, P101...scout player candidate, TBL101...panel information table, TBL102...progress icon information table, TBL103...user information table, TBL104...character information table, DT105...team data, DT106...game progress data

Claims

1. A program that causes a computer that controls a game in which a training object is trained by changing or setting parameters of the training object based on user operation to function as: a first parameter management unit that manages first parameters required for executing the game in which the training object is trained, which are associated with the user identification information of the user; and a game execution unit that executes the game in which the training object is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing established after the start of training of the training object.

2. The program described in claim 1, wherein the game execution unit progresses the game in which the training object is developed, subject to consumption of the required amount of the first parameter at each of a plurality of consumption timings set between the start and completion of training of the training object.

3. The program according to claim 1 or 2, wherein the object to be developed is a group including a plurality of objects.

4. The program according to claim 3, wherein the group includes a first belonging object selected by the user from among owned objects associated with the user identification information, and a second belonging object other than the owned object.

5. The program according to claim 3 or 4, wherein the target to be developed is both the group and each of the objects contained in the group.

6. The program according to claim 5, wherein the game execution unit accepts a collective instruction operation for raising the plurality of belonging objects included in the group, and accepts individual instruction operations for raising each of the plurality of belonging objects.

7. The program according to any one of claims 3 to 6, wherein the plurality of belonging objects include belonging objects having different remaining periods until the completion of training.

8. The program described in any one of claims 5 to 7, further causing the computer to function as: a group registration unit that, after training of the group is completed, registers the group in association with the user identification information as a group that can be used in a second game different from the game; and an object registration unit that, after training of at least one of the plurality of affiliated objects is completed, registers the affiliated object whose training has been completed as an object that can be used in the second game in association with the user identification information.

9. The program according to claim 8, wherein the timing at which the group whose development has been completed is registered by said group registration section is different from the timing at which the belonging object whose development has been completed is registered by said object registration section.

10. A program as claimed in any one of claims 3 to 9, further causing the computer to function as a management unit that, each time the development of the group including the plurality of belonging objects is completed, removes only a portion of the plurality of belonging objects from the group and adds a new belonging object to the group, thereby enabling the development of the group to be repeated while partially replacing the plurality of belonging objects.

11. The program according to claim 10, further causing the computer to function as a candidate joining processing unit that presents to the user a number of candidate objects that could be candidates for the new affiliated object before the new affiliated object joins, and determines the probability that a candidate object selected by the user from among the number of candidate objects could become the new affiliated object.

12. The program according to any one of claims 1 to 11, wherein the first parameter management unit restores the first parameter to an upper limit over time when the first parameter is consumed.

13. A program as described in any one of claims 1 to 12, further causing the computer to function as a second parameter management unit that manages a second parameter that can be improved as the game progresses by consuming the first parameter, and the first parameter management unit restores the first parameter to a predetermined amount or an upper limit when the second parameter improves beyond a predetermined standard.

14. The program according to claim 13, further causing the computer to function as an advance processing unit that, when it is determined that the second parameter will be improved beyond the standard if the first parameter is consumed at the consumption timing and the game progresses, improves the second parameter beyond the standard, thereby recovering the first parameter to a predetermined amount or an upper limit before the first parameter is consumed at that consumption timing.

15. The program described in claim 14, wherein the first parameter management unit, when the first parameter before the front-loading processing unit improves the second parameter is insufficient for the required amount, causes the shortfall to be consumed from the first parameter after it has been restored by the front-loading processing unit after the game has progressed.

16. A game control device that controls a game in which a training object is trained by changing or setting parameters of the training object based on user operation, the game control device comprising: a first parameter management unit that manages first parameters required for executing the game in which the training object is trained, the first parameters being associated with user identification information of the user; and a game execution unit that executes the game in which the training object is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing provided after training of the training object begins.

17. A game system including a server and a terminal device capable of communicating with the server, and which controls a game in which a user develops a target for training by changing or setting parameters of the target for training based on user operation, the game system including: a first parameter management unit which manages first parameters required for executing the game in which the target for training is trained, the first parameters being associated with user identification information of the user; and a game execution unit which executes the game in which the target for training is trained, on the condition that a required amount of the first parameters is consumed at at least one consumption timing provided after the start of training of the target for training.

18. A control method for controlling a computer that executes control of a game in which a training object is developed by changing or setting parameters of the training object based on user operation, the control method comprising: a first parameter management step of managing first parameters required for executing the game in which the training object is developed, the first parameters being associated with user identification information of the user; and a game execution step of executing the game in which the training object is developed, on the condition that a required amount of the first parameters is consumed at at least one consumption timing provided after the start of development of the training object.

19. A computer-readable recording medium having the program according to any one of claims 1 to 15 recorded thereon.

Citation Information

Patent Citations

  • Game program, game processing method, and game device

    JP2020195877A