Computer program for game, game system, and game control method
Patent Information
- Application Number
- PCT/JP2024/030386
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-08
- Filing Date
- 2024-08-27
- Publication Date
- 2025-03-13
Smart Images

Figure JP2024030386_13032025_PF_FP_ABST
Abstract
Description
Computer program for game, game system and game control method
[0001] The present invention relates to a computer program for providing a game that includes an element of raising an object.
[0002] There are known games that include an element of developing objects by setting parameters corresponding to objects such as characters that appear in the game and changing the values of those parameters according to the actions of the objects (see, for example, Patent Document 1).
[0003] Patent No. 6296508
[0004] In conventional games, a progression procedure is set for interactions with the user, and the development of the object progresses according to the progression procedure. For example, the progression procedure is set with respect to matters such as providing an opportunity to select the object's behavior and presenting images depicting the object's actions. When the development of the object is progressed according to the progression procedure, it takes a considerable amount of time to complete the development. Therefore, users who want to play the game casually may find the time required for development to be a significant burden. To shorten the time required for development, a method of increasing the playback speed of images displayed during development is sometimes adopted. However, it is anticipated that some users will not be satisfied with such a reduction in time. On the other hand, taking time to develop an object can be an element that increases the interest of the game. Therefore, some users may wish to fully enjoy the fun of developing an object, even if it takes a certain amount of time.
[0005] Therefore, an object of the present invention is to provide a computer program for a game that allows new options regarding the time required for training.
[0006] A computer program according to one aspect of the present invention is a computer program for a game that causes a computer to function to provide a game in which the raising of an object to be raised progresses by changing the value of the target parameter, when at least one type of parameter associated with the object to be raised is set as a target parameter, in accordance with the behavior of the object during a predetermined raising period.The computer is configured to function as a raising control means that causes the raising to progress in accordance with a mode selection means that can select a specific mode as one of the options for the progress of the raising, and a progression procedure that is set in relation to interactions with the user of the game, the progression procedure including a selection procedure that selects an option associated with the behavior of the object based on instructions from the user, and a non-selection procedure that displays images associated with the raising that do not require selection based on instructions from the user, and that, when the specific mode is selected, omits the display of at least some of the images in the non-selection procedure to progress the raising.
[0007] A game system according to one aspect of the present invention is a game system including a computer that functions to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised as a target parameter in accordance with the behavior of the object during a predetermined raising period, and the computer is configured to function as a raising control means that progresses the raising according to a mode selection means that can select a specific mode as one of the options for the progress of the raising, and a progression procedure that is set in relation to interactions with the user of the game, the progression procedure including a selection procedure that selects an option associated with the behavior of the object based on instructions from the user, and a non-selection procedure that displays images associated with the raising that do not require selection based on instructions from the user, and when the specific mode is selected, omits the display of at least some of the images in the non-selection procedure to progress the raising.
[0008] A control method according to one aspect of the present invention is a game control method that causes a computer to function to provide a game in which the raising of an object to be raised progresses by changing the value of the target parameter, when at least one type of parameter associated with the object to be raised is set as a target parameter, in accordance with the behavior of the object during a predetermined raising period, and causes the computer to function as a raising control means that causes the raising to progress in accordance with a mode selection means that can select a specific mode as one of the options for the progress of the raising, and a progression procedure that is set in relation to interactions with the user of the game, the progression procedure including a selection procedure that selects an option associated with the behavior of the object based on instructions from the user, and a non-selection procedure that displays images associated with the raising that do not require selection based on instructions from the user, and when the specific mode is selected, causes the raising to progress by omitting the display of at least some of the images in the non-selection procedure.
[0009] 8 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. FIG. 8 shows an example of a schematic procedure for training a target character. FIG. 9 shows an example of a turn-based configuration in the training part. FIG. 10 shows an example of a mode provided for training progression. FIG. 11 shows an example of a progression procedure for each level in automatic mode. FIG. 12 shows an example of an overview of simplified mode. FIG. 13 shows an example of a screen displayed when selecting a target character. FIG. 14 shows an example of a screen displayed for setting all skips in the pre-start setup stage. FIG. 15 shows an example of a screen displayed in association with FIG. 8. FIG. 16 shows an example of a screen displayed for setting a training guide in the pre-start setup stage. FIG. 17 shows an example of a home screen displayed during a turn. FIG. 18 shows an example of a screen displayed for setting an auto level. FIG. 19 shows an example of a screen displayed for selecting the target character's normal action. FIG. 19 shows an example of a screen displayed in the scenario playback procedure of FIG. 5. FIG. 19 shows an example of a screen displayed in the command input procedure of FIG. 5. FIG. 19 shows an example of a screen displayed for allocating experience points to parameters. FIG. 19 shows an example of a screen displayed for presenting the results of auto level 3, etc. to the user. FIG. 19 shows an example of a screen displayed for presenting the training results to the user. 22. A diagram showing an example of an overview of the procedure for allocating experience points when simplified mode is selected. A diagram showing an example of a procedure for determining recommended actions. A diagram showing an example of a screen displayed when it becomes possible to acquire a skill. A diagram showing an example of a screen displayed subsequent to FIG. 22. A block diagram showing an example of the configuration of a control system of a user device. A flowchart showing an example of a procedure for pre-start setting processing executed by a game setting unit. A flowchart showing an example of a procedure for training processing executed by a game control unit. A flowchart showing an example of a procedure for turn processing executed by a game control unit. A flowchart showing an example of a procedure for auto setting processing executed by a game setting unit. A flowchart showing an example of a procedure for training guide setting processing executed by a game setting unit. A flowchart showing an example of a procedure for event processing executed by a game control unit. A flowchart showing an example of a procedure for normal action processing executed by a game control unit. A flowchart showing an example of a procedure for automatic allocation processing executed by a game control unit. A flowchart showing an example of a procedure for skill acquisition processing executed by a game control unit.
[0010] A game system and the like in which a computer program for a game according to one embodiment of the present invention is implemented will be described below with reference to the accompanying drawings. [Overall Configuration] First, the overall configuration of the game system will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 is configured as a client-server system including a plurality of user devices 3 as clients and a game server 4 connected to the user devices 3 via a network NT (for example, the Internet).
[0011] The user device 3 is a device used daily by a user and is an information communication terminal device equipped with an information communication function via the network NT. For example, the user device 3 may be a smartphone 3a or a tablet terminal 3b equipped with a communication function. The user device 3 may be a PC (short for personal computer) or a stationary game console for personal or home use provided as a so-called consumer game console. Furthermore, the user device 3 may be an arcade game console for commercial use.
[0012] The game server 4 may be configured by appropriately combining multiple server units, or may be configured by a single server unit. The game server 4 may be configured as a cloud server using cloud computing technology. The game server 4 provides various game-related services to the user device 3. For example, the game server 4 distributes computer programs and various data necessary for the user device 3 to play the game. Alternatively, the game server 4 may provide the user device 3 with a service that matches users who cooperate or compete in a game, or a service that relays game information to be shared among the user devices 3. Note that an arcade game machine or the like may be added to the game system 1 as appropriate. For example, the arcade game machine may be used as a client that provides a game linked to the user device 3 or provides the same game as the user device 3. Of course, as described above, an arcade game machine or the like may be used as the user device 3 for playing the game according to this embodiment.
[0013] [Game Overview] Next, an overview of the game provided on the user device 3 will be described. In the game system 1, a game including an element of raising an object is provided to the user via the user device 3. The object may be embodied in various forms, such as a character, an item, a card, etc., as long as it can be recognized as an object to be raised. In the following, the explanation will be continued using as an example a case where the object to be raised is a character, and a game including an element of raising the character to be raised (hereinafter, sometimes referred to as a target character) as an idol is provided.
[0014] 2 shows an example of a general procedure for raising a target character. In the example of FIG. 2, a target character Ct is selected in accordance with a user's instruction from a character group G1 prepared as candidates for raising (F1). The character group G1 is a collection of base characters Cs that will serve as the material for the target character Ct. Each base character Cs is assigned audiovisual elements such as appearance, voice, and name, in other words, external elements, and is associated with multiple types of parameters that characterize the base character Cs.
[0015] The parameters of the base character Cs quantitatively indicate the abilities, performance, and other features that characterize the base character Cs. For example, the parameter values and abilities are related such that the larger the parameter value, the higher the abilities. The target character Ct is generated by duplicating the base character Cs selected by the user. In this case, the external elements set for the base character Cs selected by the user are set for the target character Ct, and the parameter values set for the base character Cs are set as the initial parameter values for the target character Ct. "Development" is a concept that includes changing the values of various parameters associated with the target character Ct in a direction that increases abilities, etc. However, it is not excluded that, during the "development" process, the parameter values of the target character Ct may change in a direction that decreases abilities, etc. A change in parameter values in a direction that increases abilities, etc. will be referred to below as "growth," and a change in parameter values in such a direction may be referred to as a "change in the direction of growth." However, "development" may include elements other than parameter changes, such as the target character Ct acquiring "skills" as special abilities that exert unique advantageous effects in the game, in addition to changes in parameter values.
[0016] The external elements and parameters of the base character Cs and the target character Ct may be set appropriately depending on the content of the game. In a game in which the target character Ct is set to become an idol, the appearance, looks, voice, etc. of the base character Cs and the target character Ct are set according to that setting. Furthermore, as parameters indicating the abilities required for an idol, for example, five types of parameters, namely "vocals," "dance," "charm," "expressiveness," and "mentality," are set for the base character Cs and the target character Ct. The initial values of the parameters of the target character Ct are the parameter values set for the base character Cs selected by the user. However, the initial values of the parameters set for the target character Ct may be adjusted appropriately relative to those of the base character Cs. Each of the five types of parameters set for the target character Ct is an example of target parameters that change depending on the actions of the target character Ct. The material for the target character Ct may be any data that can be used as data containing various information necessary for generating the target character Ct. Therefore, the material for the target character Ct does not necessarily have to be embodied as a character like the base character Cs.
[0017] Once the target character Ct is selected, at least one item X to be used in training is then selected from the item group G2 in accordance with a user instruction (F2). The item X may be embodied in various forms, such as the target character Ct's clothing or belongings. The item X is set as an element for exerting some advantageous effect in training. For example, a special ability such as the above-mentioned skill may be associated with the item X and granted to the target character Ct. The item X may be an item that is used in training but is not removed from the item group G2 and can be reselected at a later training opportunity, or an item that is removed from the item group G2 once used and cannot be selected at a later training opportunity unless it is re-included in the item group G2 by the target character Ct, for example, by reacquiring it.
[0018] After the item X is selected, a predetermined number of event characters Ce to be included in the event deck De are then selected from a predetermined candidate group G3 in accordance with the user's instructions (F3). The event deck De is set up to support the development of the target character Ct by exerting beneficial effects on the development of the target character Ct. For example, each of the event characters Ce included in the event deck De supports the development of the target character Ct by exerting beneficial effects, such as increasing the parameter values of the target character Ct under predetermined conditions. The effects of the event deck De vary depending on the event characters Ce included in the event deck De.
[0019] Once the event character Ce is selected, the user is then presented with an opportunity to configure settings before the start of character development (F4). This opportunity may allow the user to configure various aspects of the character development process. In this embodiment, the available settings for the character development process include "skip all," "auto settings," and "development guide." These settings are implemented with the objective of shortening the time required for the user-related procedures or simplifying the user's operations during the procedures. The "procedures" referred to here refer to procedures related to user development. For example, procedures for presenting information to the user, such as displaying an image showing the behavior of the target character Ct being developed, or procedures for acquiring information from the user, such as presenting options to the user and receiving instructions, are defined as types of procedures related to user development. In other words, procedures related to user development can be thought of as processes related to the user interface during the development process or processes directed at the user. Such procedures may be embodied, for example, as "scenarios." Details of the development process settings will be described later.
[0020] Once the pre-start settings are complete, the training part begins (F5). In the training part, training progresses in a turn-based system. Specific examples of the turn-based system will be described later. Furthermore, even during the training part, settings regarding the training progress can be made. Regarding the progress settings, "Auto" and "Training Guide" can be set. "Auto" is also intended to shorten the time required for the progress procedure related to interaction with the user. "Training Guide" is the same as in the pre-start settings (F4). When the training part ends, the training of the target character Ct is completed (F6). The character Ct whose training has been completed can be used as a trained character Cx in a live performance part (F7) prepared separately from the training part. The live performance part may be configured, for example, as a part that recreates the scene where a trained character Cx, who has been trained as an idol, appears in a live performance.
[0021] [About the Turn System] Figure 3 shows an example of the turn system in the development part. Each square in the figure represents one turn. The development part is divided into multiple sections, from section 1 to section N, and each section contains one or more turns. The last turn of each section is positioned as the target live turn. In Figure 3, the target live turn is indicated by hatching. Below, turns other than the target live turn may be referred to as normal turns. A target live always occurs in each section. Therefore, if one section consists of only one turn, the turn of that section is the target live turn.
[0022] A normal turn includes normal actions and any number of events. On the other hand, a target live performance turn differs from a normal turn in that a target live performance is held instead of normal actions. Events are not limited to normal turns and can also occur during target live performance turns. In normal actions, an action is selected for the target character Ct, and the target character Ct acts according to that selection. In normal actions, options for the target character Ct's actions include, for example, "lesson," "rest," "visit the hospital," and "vacation." These actions are selected based on actions that may occur when training idols in the real world. However, other options may be provided as long as they are consistent with the purpose of training idols. "Lessons" are further subdivided to correspond one-to-one with each of the five types of parameters, such as "vocal," associated with the target character Ct. However, options such as "vocal" in "lessons" do not directly correspond one-to-one with the growth of the corresponding parameter. Actions such as lessons are converted into parameter values through experience points. This will be discussed later. Depending on the results of each turn, the target character Ct may be able to acquire a predetermined skill. The conditions for being able to acquire a skill may be set appropriately depending on the skill.
[0023] Events occur as an opportunity to develop the target character Ct in addition to the development opportunities provided by normal actions. The number of events occurring in a single turn is zero or greater, regardless of whether it is a normal turn or a target live turn. Therefore, a turn may include no events, only a single event, or multiple events. The timing of an event's occurrence is set at an appropriate time during the turn. An event may occur before a normal action or a target live, or after a normal action or a target live. There may be mandatory events that occur at specific times during specific turns in the development part. There may also be events whose occurrence is determined by lottery, or optional events that occur when certain conditions are met. The content of an event may be set appropriately as long as it is recognized as an occurrence in which the target character Ct may be involved. The content of an event may be set in association with an event character Ce incorporated into the event deck De. The occurrence of an event may also be controlled in association with the event character Ce.
[0024] As an example, an event is configured to represent the behavior of a target character Ct or an event character Ce. In an event, as in the case of a normal behavior, an opportunity to select an option associated with the behavior of the target character Ct may be provided. The opportunity to select may present options for the target character Ct's behavior, or options different from the behavior of the target character Ct, such as options for the behavior of the event character Ce, may be presented. The latter option is also considered to be an option associated with the behavior of the target character Ct, to the extent that the selection result affects the target character Ct's behavior in the event. Multiple events may occur within the same turn, sandwiched between a normal behavior or a target live performance, or multiple events may occur before or after a normal behavior or a target live performance. Multiple events may be related to each other to form an event group.
[0025] In each turn, experience points are calculated as a value quantitatively indicating the results obtained by the target character Ct through normal actions and events. Experience points are, as an example, divided into four categories: "music," "core," "appearance," and "expression." These experience points are appropriately differentiated and awarded depending on the results of normal actions and events. Experience points may also be differentiated in association with the type of "lesson" selected in normal actions. For example, if a "vocal" lesson is performed, the most experience points are awarded to "music," and if a "dance" lesson is performed, the most experience points are awarded to "core." Experience points may be awarded not only in normal turns but also in turns of a target live performance.
[0026] Experience points earned each turn are used as a resource for increasing the values of five types of parameters associated with the target character Ct. Therefore, experience points function as an example of an intermediary value for relating the actions of the target character Ct to changes in parameter values. Experience points are also used as a resource for acquiring skills. Experience points are consumed in exchange for increasing parameters or acquiring skills. The process of consuming experience points to increase parameter values may be referred to below as allocating experience points or allocating to parameters. The allocation of experience points and the acquisition of skills can be performed either manually, in accordance with user instructions, or automatically, by a computer without user instructions. The mechanism of automatic processing will be described later.
[0027] The target live turn is a turn used to determine whether each section is cleared. The target live is set to determine whether the target character Ct being trained has participated in a live and achieved a predetermined result. The results of the target live reflect the parameter values and state of the target character Ct at the time of the target live. If the predetermined result is achieved in the target live, the target live is cleared, and training progresses to the next section. If the target live is not cleared, the character cannot proceed to the next section, and the training part ends. In other words, the target live evaluates whether the target character Ct's training has progressed to a level where the target live can be cleared, and if the training has not progressed, the training is terminated at that point. Therefore, if the target live progresses to the final turn of the live, the training period is from the first turn to the final turn, and if the training is terminated at an intermediate target live, the training period is from the first turn to the turn of the terminated target live. In this way, the target live serves as a checkpoint that determines whether the training has progressed to a predetermined level at each section, etc. As long as it fulfills such a role, instead of or in addition to the method of evaluating the degree of progress as a target live, the degree of development progress may be evaluated for each division such as a section by other method. For example, the development progress may be evaluated based on various indicators such as the number of fans that the target character has acquired in the game by the time of the division.
[0028] [Regarding Development Progression Settings] Next, a specific example of development progress settings will be described with reference to FIG. 4 . As described above, the development part progresses by sequentially completing a number of turns. Each turn provides an opportunity for interaction, such as presenting some information to the user or requesting the user's instructions regarding action selection, etc. As a result, completing each turn in order to complete development requires a considerable amount of time and effort. Some users may find this time and effort burdensome. On the other hand, some users may wish to fully enjoy the game by following the development steps without feeling that the time and effort are particularly burdensome. Therefore, in order to accommodate various user needs regarding development progress, the game of this embodiment provides four development modes: a "normal mode," an "automatic mode," a "skip mode," and a "simplified mode," as shown in FIG. 4 .
[0029] Normal mode is a mode in which each turn proceeds according to a predetermined progression sequence, and does not apply processes such as shortening the time required for each turn or reducing the amount of operation required. The term "normal" in normal mode is used to indicate that the time and effort required for training are compared with other modes, and does not have any other meaning. For example, there is no requirement that normal mode be selected as the initial setting of the game. Automatic mode is a mode in which user operation is not required for at least part of each turn and further speeds up the progression to shorten the time required for the training portion. "Automatic mode" is a mode selectable by the "Auto Setting" shown in Figure 2, and includes levels 1 to 3 as options. The differences between levels 1 to 3 will be explained later.
[0030] The "skip mode" is a mode selectable by the "skip all" setting shown in Figure 2. Skip mode, for example, is selectable only during the pre-start setup stage. When the start of the training part is instructed while skip mode is selected, all steps related to user interaction are skipped, and the training part ends without presenting or providing the user with any information. In other words, the results of the training part are automatically calculated by the computer and determined. Therefore, skip mode can be positioned as a mode that minimizes the time required for the training part and completes training as quickly as possible. The term "shortening" also encompasses reducing the required time to zero or nearly zero. When skip mode is selected, the target character's parameter growth and skill acquisition are automatically processed. Examples of this automatic processing are described below. Levels 2 and 3 and skip mode in automatic mode have the effect of shortening the time required for the training part. Therefore, levels 2 and 3 and skip mode in automatic mode constitute a shortened mode, and levels 2 and 3 and skip mode in automatic mode can be positioned as additional options within the shortened mode.
[0031] After the skip mode is selected and the start of the training part is instructed, there is no opportunity for interaction with the user until the training results are confirmed. Therefore, the skip mode cannot be canceled midway. However, it is not impossible to select the skip mode while the training part is progressing in a mode other than the skip mode. If the skip mode can be selected during training, all steps of interaction with the user can be omitted for turns after the skip mode is selected. In this case, the subsequent parameter growth and skill acquisition of the target character may be automatically processed based on the training progress state at the time the skip mode is selected. Alternatively, the training progress state at the time the skip mode is selected may be discarded, and the training results may be calculated in the same manner as if the skip mode was selected in the pre-start settings.
[0032] Figure 5 shows an example of the progression procedure within one turn at levels 1 to 3 in automatic mode. "Auto Levels 1 to 3" in the figure correspond to levels 1 to 3 in the automatic mode in Figure 4, respectively, and "Auto Off" corresponds to a state in which automatic mode is not selected. Even when automatic mode is not set, normal mode, omitted mode, or simplified mode can be selected, but for comparison, the following explanation will be continued assuming that "Auto Off" is the normal mode state.
[0033] "Command Input" in FIG. 5 is a procedure requiring a user's instruction regarding an option associated with the target character's behavior. It is an example of a selection procedure for selecting an option associated with an object's behavior based on a user's instruction among procedures for interacting with the user. "Scenario Playback" in FIG. 5 is a procedure for playing and outputting images and sounds associated with the progression of character development on the user device 3. The scenario playback procedure is an example of a non-selection procedure for displaying images associated with character development that do not require selection based on a user's instruction among procedures for interacting with the user. Images here include various visual content such as videos, animations, and other moving images, or still images. Images displayed in scenario playback may be configured to express appropriate content as long as they are associated with the progression of character development. For example, scenario playback may display an explanation of an event, an image depicting the progression of the event, or an image depicting the target character acting in accordance with a selected normal action.
[0034] The horizontal length of the steps shown in Figure 5 corresponds to the time required for each step. The time required for command input varies depending on the length of time the user waits until the command is given, but a standard time length is shown here. The time required for scenario playback varies depending on the content displayed, but this also shows a standard time length. Scenario playback at auto levels 1 and 2 is shown with hatching.
[0035] When normal mode is selected, training progresses by appropriately repeating command input and scenario playback at each turn. Command input is the same as in normal mode regardless of auto level 1 through 3. The scenario playback method differs from normal mode, and the playback method also differs between auto levels 1 through 3. When auto level 1 is selected, the scenario playback speed is the same as in normal mode, but the screen advance operations required for scenario playback in normal mode, such as tapping to advance to the next screen, are not required. As a result, after scenario playback begins, the scenario is automatically played continuously until the next command is input. In other words, auto level 1 is a mode that automatically plays various screens that should be displayed in scenario playback from start to finish. In normal mode, scenario playback pauses at each screen, and the next screen is displayed after the user advances the screen. Therefore, auto level 1 is positioned as a mode that omits the operations required for scenario playback. Figure 5 shows the time required for scenario playback in normal mode, taking into account the typical time it takes for a user to check the screen and advance to the next screen. The time required for scenario playback in auto level 1 is equivalent to that in normal mode according to that standard time. However, if the time length for screen transitions in auto level 1 is set shorter than the above-mentioned standard time, the time required for scenario playback in auto level 1 will be shorter than that in normal mode. On the other hand, if the user performs an operation in normal mode that causes the screen transition time to be shorter than the standard time, such as by continuously tapping without checking the screen, the time required for scenario playback in auto level 1 may be longer than that in normal mode. In other words, the length of the time required for scenario playback can change between normal mode and auto level 1.
[0036] On the other hand, when auto level 2 is selected, as with auto level 1, the user's screen advance operation is not required, and the playback speed of the scenario is set higher than in normal mode and auto level 1. For example, when playing back images included in a scenario as a frame-by-frame video, the playback speed is set to a high speed, such as twice the playback speed in normal mode. As a result, the time required for scenario playback in auto level 2 is clearly shorter than that in normal mode and auto level 1. For example, the playback speed in auto level 2 is set to a high speed, such as twice or three times the playback speed in normal mode and auto level 1.
[0037] Auto level 3 is a level that further shortens the time required for scenario playback and omits scenario playback. In other words, scenario images, etc. are not played. During scenario playback, images containing various information indicating the results of command input may be presented, such as the actions of the target character, etc., that occurred in response to the command input selection, changes in parameter values, etc. that result from those actions, or the content of events that occurred based on the command input selection, or the results of those events. With auto level 3, scenario playback is omitted. Therefore, it is impossible or difficult for the user to grasp the various information that should be presented during scenario playback. Therefore, with auto level 3, at the end of a turn, the content and results of that turn, such as how the target character acted, what events occurred, and how parameter values, etc., changed as a result of those events, are displayed as the results of the turn.
[0038] In the above description, scenario playback in normal mode requires the user to perform screen advance operations, but even in normal mode, scenario playback may be executed as a continuous video that does not require such screen advance operations. In this case, auto level 1 may be excluded from the options in automatic mode. Alternatively, the scenario playback speed in auto level 1 may be set to be higher than the playback speed in normal mode and lower than the playback speed in auto level 2. In this case, even in auto level 1, it is possible to shorten the time required for scenario playback compared to normal mode, and auto level 1 can also be positioned as one of the options for the shortened mode.
[0039] On the other hand, command input procedures are not omitted in any of the auto levels 1 to 3. Therefore, selection opportunities that occur within a turn, such as normal action selection and event selection opportunities, occur in the same way as in normal mode (auto-off). Therefore, user operation is required to instruct a selection. In contrast, when the skip mode shown in FIG. 4, i.e., all skip, is selected, not only is the scenario playback shown in FIG. 5 omitted, but command input is also omitted. Therefore, the time required for the progression procedures related to user interaction is shortened at auto level 2 compared to normal mode and auto level 1, and is further shortened at auto level 3, making it the shortest in the skip mode. Among the automatic modes, the time required for scenario playback is minimized at auto level 3. While the skip mode omits all progression procedures related to user interaction, auto levels 2 and 3 shorten the time required for scenario playback while not omitting command input procedures. Therefore, auto levels 2 and 3 are examples of levels that serve as further options in the fast mode, which are options in the fast mode. Auto level 3 corresponds to an example of a specific level that minimizes the time required for non-selection procedures among the levels selectable in the fast mode. Note that the changes in scenario playback when any of auto levels 1 to 3 is turned on are not limited to normal turns, but may also be applied to turns of the target live show. In that case, the operations required to display images representing scenes from the target live show may be omitted, or the image playback speed may be increased compared to that in normal mode, or the display of images of the target live show itself may be omitted.
[0040] As described above, multiple modes with different required times are provided for the training procedure, and one of these modes can be selected according to the user's instructions. Therefore, it is possible to progress training in a way that meets various user needs regarding the time and effort required for training. In particular, auto level 3 is more effective in reducing the required time than auto level 2. Therefore, it is possible to meet the needs of users who are not satisfied with the reduction in time achieved by auto level 2, but who wish to reflect their own intentions in the selection opportunities during training. By selecting the skip mode, training can be completed immediately. Therefore, it is possible to meet the needs of users who prioritize reducing the required time.
[0041] Returning to Figure 4, the simplified mode is a mode that simplifies the user's operations during training by eliminating some of the user's operations during training in the normal mode. In this embodiment, the operation of allocating experience points to the parameters of the target character Ct shown in Figure 3 is omitted, and the allocation is processed automatically, thereby simplifying the operation. Note that even when the omitted mode is selected, the allocation of experience points is processed automatically, but the allocation of experience points in the simplified mode differs from that in the omitted mode in that it is processed in association with the setting of target values, which will be described later.
[0042] The simplified mode is a mode that can be selected through the settings of the training guide shown in FIG. 2. However, the simplified mode is only part of the functions that are realized when the training guide is used. The training guide itself includes further functions that support training. For example, the functions of the training guide include a function that presents to the user, from among options regarding the behavior of the target character Ct, actions that may be advantageous for training.
[0043] When the simplified mode is selected, for example, as shown in FIG. 6 , target values can be set for at least some of the parameters of the target character Ct. The target values are set using the training guide settings shown in FIG. 2. Target values can be set at the pre-start setting stage, and new or reset target values can also be set at appropriate times during the training part. Target values can be set individually for each type of parameter. It is not necessary to set target values for all five types of parameters. Target values may be set only for some types of parameters. FIG. 6 shows an example in which target values indicated by bold lines are set for vocal, dance, and charm parameters. After the training part begins, experience points are automatically allocated to each parameter so that the parameter values increase toward the target values. The automatic allocation of the simplified mode ends when the parameter values increase until the end condition set in association with the target values is met.
[0044] For example, the termination condition is set to be satisfied when all parameters for which target values are set have increased to the target values. However, the termination condition may be set as appropriate as long as it is associated with the target values. For example, the termination condition may be set so that at least a portion of the termination condition is satisfied when at least one type of parameter has increased to the target value. Requirements associated with factors other than the target value may be set as additional or optional requirements to the termination condition. The timing of automatic allocation of experience points may be appropriate. For example, automatic allocation may be performed at the end of a turn in which experience points are acquired, at the end of an event or normal action, when the experience points required for allocation have been accumulated, or when training is completed. During the automatic allocation process, the allocation of experience points for parameters that have reached their target values may be stopped. In other words, whether the termination condition has been satisfied may be determined individually for each type of parameter for which a target value is set.
[0045] As described above, when parameter growth to the target value is automatically processed, some of the operations for growing parameters according to the results of actions taken during training are omitted. This reduces the effort required for parameter growth. Therefore, it is possible to meet the needs of users who want to efficiently progress with training by omitting time-consuming operations.
[0046] As shown in FIG. 3 , skill acquisition can also be processed automatically. However, skill acquisition is performed in exchange for consuming experience points. Therefore, for example, when the process of allocating experience points to parameters is automated, the allocation to parameters may be prioritized, such that the automatic skill acquisition process is executed if the experience points required for skill acquisition remain after the allocation process. Alternatively, the acquired experience points may be proportionally divided into experience points for allocation to parameters and experience points for skill acquisition, and the automatic allocation to parameters and the automatic skill acquisition may be executed in parallel. An example of the automatic process related to skill acquisition will be described later.
[0047] The modes shown in FIG. 4 do not necessarily have to be mutually exclusive. As long as there are no mutual contradictions, multiple modes can be combined and applied. For example, simplified mode can be applied in parallel with any of levels 1 to 3 in automatic mode. In this case, the progress of each turn is controlled according to levels 1 to 3, and parameters automatically increase toward the target value. Other possible combinations of modes will be described later as variations. Furthermore, the time when each mode can be selected or set may be set appropriately for each mode, and the setting times may coincide or differ between modes. An example of the mode setting time will be described later.
[0048] [Specific Example of Training Part] Next, a specific example of the training part of FIGS. 2 and 3 will be described while showing an example of a screen as a user interface displayed on the user device 3. FIG.
[0049] (1) Selection of Target Character, etc. FIG. 7 shows an example of a character selection screen 100 displayed when selecting a target character. The character selection screen 100 displays a list of thumbnail images 101 of base characters (corresponding to base character Cs in FIG. 2) selectable as target characters. A selection frame 102 is attached to the thumbnail image 101 selected by the user. A target character (corresponding to target character Ct in FIG. 2) obtained by duplicating the base character corresponding to the thumbnail image 101 with the selection frame 102 is displayed as a character image 103. The parameter values of the base character used as the material for the target character are displayed in a parameter display section 104 as the initial parameter values corresponding to the target character. The character image 103 is accompanied by the character string "Idol in Charge" as an example of how the target character is called, and character information 105 such as the name is also displayed. The parameter display section 104 displays the parameter rank in addition to the parameter value. In the illustrated example, the rank of each parameter is displayed as "G+." The rank of a parameter indicates the level to which the parameter value belongs when the parameter values are divided into multiple levels. The higher the alphabetical order, the higher the rank. For ranks with the same alphabet but no "+" or "-" attached, "+" indicates a higher rank and "-" indicates a lower rank.
[0050] When the user selects one of the thumbnail images 101 and operates the "Next" button 106, the target character is determined, and the process proceeds sequentially to item selection and event character selection. However, even after the target character has been determined, the target character can be reselected by, for example, appropriately performing an operation to return to the previous stage during item selection or event character selection. Item selection and event character selection are performed by displaying a screen on the user device 3 that presents the user with candidate groups G2 and G3 shown in FIG. 2 and having the user select an item and event character from that screen. Examples of these screens are omitted. An SP display unit 107 is provided in the upper left corner of the character selection screen 100. The SP display unit 107 displays points required to train the target character in the training part, abbreviated as "SP" for example. A predetermined amount of SP, with an upper limit of 30, is consumed as compensation when training begins.
[0051] (2) Pre-Start Progress Settings FIG. 8 shows an example of a final confirmation screen 110 displayed during the pre-start settings (F4 in FIG. 2). The final confirmation screen 110 is displayed to confirm various settings required for starting the training part. The final confirmation screen 110 includes a target character information section 111 displaying information such as an image and parameters of the target character Ct, an item information section 112 displaying information such as a selected item and skills associated with that item, a deck information section 113 displaying information about the selected event character, a start button 114 for instructing the start of training, and a cancel button 115 for canceling the start of training. The cancel button 115 functions as an operation button for returning to a stage prior to the pre-start settings, such as the event character selection stage in FIG. 2. Furthermore, the final confirmation screen 110 includes an all-skip setting section 116. The all-skip setting section 116 includes a toggle button 117 for selecting or canceling the all-skip omission mode shown in FIG. 4, and an explanation section 118 describing an overview of the all-skip setting. The toggle button 117 is accompanied by a description of its function, such as "skip all training." Below the all skip setting section 116, there is a description that 10 SP will be consumed to start training.
[0052] FIG. 8 shows a state in which the toggle button 117 is in the OFF position (left position) and all skip is not selected. When the toggle button 117 is switched to the ON position (right position), the display of the all skip setting unit 116 changes to the state shown in FIG. 9. Hereinafter, when the toggle button 117 is in the OFF position, it may be referred to as all skip off, and when it is in the ON position, it may be referred to as all skip on. In the state shown in FIG. 9, five priority buttons 119 corresponding to five types of parameters associated with the target character are displayed side by side. The priority buttons 119 correspond, from left to right, to the parameters of vocals, dance, charm, expressiveness, and mentality. The priority buttons 119 are distinguishable from one another by marks symbolizing the type of parameter.
[0053] The priority buttons 119 are provided to specify parameters (hereinafter, sometimes referred to as priority parameters) to be prioritized for growth when skip all is selected. For example, each time a priority button 119 is touched, the priority or non-priority setting of the parameter corresponding to that priority button 119 is switched. In FIG. 9 , priority buttons 119 that have been prioritized are shown in a dark color, while non-priority buttons 119 that have been deprioritized are shown in a light color. The display mode for distinguishing between priority and non-priority of the priority buttons 119 may be any appropriate display mode. In the example of FIG. 9 , only the priority button 119 corresponding to the vocalist on the left side is set as a priority, and the other priority buttons 119 have been deprioritized. Therefore, only the vocalist is set as a priority parameter. A limit is set on the number of types of parameters that can be set as a priority. In the example of FIG. 9 , as is clear from the description, a maximum of three types of parameters can be set as priority parameters. The parameter priority setting is reflected in the calculation of the increase amount of each type of parameter in the skip mode. Furthermore, the parameter priority setting may affect the behavior of the target character. For example, parameter preferences may be taken into account in selecting which lessons, and the selection may be made in favor of increasing the prioritized parameters.
[0054] When the user operates the start button 114 in the state shown in Figure 9, training begins with skip all set, in other words, training in the omitted mode shown in Figure 4. In this case, all progress procedures related to interactions with the user in the training part are omitted, and the training results are shown to the user on the next screen. On the other hand, when the start button 114 is operated with skip all set off, the play setting screen 120 shown in Figure 10 is displayed as one of the final confirmation procedures.
[0055] The play setting screen 120 of FIG. 10 allows settings related to the training guide shown in FIG. 4 to be made. The play setting screen 120 includes a toggle button 121 for switching between using and not using the training guide, and a goal setting section 122 for setting target values for each type of parameter in the training guide. The toggle button 121 is labeled "Use training guide." When the toggle button 121 is in the off position (left position), the use of the training guide is not selected, and when the toggle button 121 is in the on position (left position), the use of the training guide is selected. Hereinafter, when the toggle button 121 is in the off position, it may be referred to as the training guide being off, and when it is in the on position, it may be referred to as the training guide being on.
[0056] When the training guide is off, the goal setting unit 122 is inoperable, and this inoperability is indicated by a display method such as graying out. When the training guide is on, the goal setting unit 122 of the play setting screen 120 is operable. The goal setting unit 122 is provided with toggle buttons 123 and adjustment units 124 in one-to-one correspondence with each of the five types of parameters. When the toggle button 123 is in the off position (left position), the adjustment unit 124 corresponding to that toggle button 123 is inoperable, and this inoperability is indicated by a display method such as graying out. Therefore, even when the training guide is on, it is possible to select whether or not to set a target value for each parameter using the toggle button 123. Target values may be set for all parameters, or target values may be set only for some parameters. Alternatively, it is possible not to set target values for all parameters. When a target value is set for at least one of the five types of parameters, the simplified mode shown in FIG. 4 is applied. If no target value is set for any of the five types of parameters, the simplified mode shown in FIG. 4 is cancelled.
[0057] When the toggle button 123 is switched to the on position (right position), the corresponding adjustment unit 124 becomes operable. The adjustment unit 124 has operation indicators 126 and 127, each with a "-" and a "+" sign, on either side of a setting indicator 125 indicating the rank of the parameter set as the target value. By operating the operation indicators 126 and 127, the rank indicated in the setting indicator 125 can be changed one rank lower or higher. In the example of FIG. 10 , a rank of "C+" is displayed for the vocal parameter. Therefore, operating the operation indicator 126 changes the rank to "C," and operating the operation indicator 127 changes the rank to "B-." As is clear from the example of FIG. 10 , the setting of a target value for a parameter is not limited to specifying a specific value itself, but also includes specifying a range with a certain width. When the target value is set as a range, such as a rank, whether the parameter has reached the target value may be determined by whether the parameter value has reached a value representative of the target range. The representative value may be, for example, the lower limit, median, or upper limit of the target range.
[0058] A setting completion button 128 is provided below the goal setting unit 122. When the setting completion button 128 is operated, the use of the training guide is determined according to the current state of the toggle button 121. When the toggle button 121 is in the on position and the training guide is used, the setting of the target values of the parameters is determined according to the state of the toggle button 123 and the adjustment unit 124. Note that when the training guide is on and target values are set for at least some parameters, those parameters become subject to automatic allocation of experience points. If target values are not set for all parameters, the simplified mode of FIG. 4 is not applied, but other functions of the training guide are available unless the toggle button 121 is switched off. Furthermore, even when the simplified mode is not applied, automatic acquisition of skills may be executable. In other words, the simplified mode shown in FIG. 4 is a mode that is applied as one of the functions of the training guide when the training guide is set on and target values are set for at least one type of parameter.
[0059] (3) Development Part FIG. 11 shows an example of a home screen 130 displayed in the development part (however, this is the home screen in the development part). The home screen 130 displays a character image 131 corresponding to the appearance of the target character, accompanied by a speech bubble 131a prompting the user to select an action. The character image 131 may be the same as the character image 103 in FIG. 8 , or may be an image with a different costume, hairstyle, pose, etc. The home screen 130 includes a parameter display section 132, a selection section 133, and an information section 134. The parameter display section 132 displays the ranks of parameters corresponding to the target character, categorized by type. The displayed ranks are the ranks at the time of display. For parameters whose ranks have changed from their initial values, the latest ranks are displayed. The parameter display section 132 also displays an ability increase button 132a. The ability increase button 132a is operated to manually allocate experience points to parameter values.
[0060] The selection unit 133 further includes a function selection unit 135 and an action selection unit 136. The function selection unit 135 displays various functions that can be called up from the home screen 130 side by side. The function selection unit 135 includes "Auto" and "Settings" as options. When "Auto" is selected, it becomes possible to select either Auto Off or Levels 1 to 3 in FIG. 5. When "Settings" is selected, it becomes possible to set the training guide. In the example of FIG. 11, a mark 135a indicating whether Auto Off or Levels 1 to 3 has been selected is added to the "Auto" option.
[0061] The action selection unit 136 includes options for "Lesson," "Rest," "Visit the Hospital," and "Take a Break," corresponding to the options for normal actions during a normal turn (see FIG. 3 ). When the user selects one of these options, the selected action is selected as the target character's normal action. When the training guide is on, some of the options in the action selection unit 136 may be marked with a badge 136a indicating a recommended action (hereinafter referred to as a "recommended action"). In the example of FIG. 11 , the badge 136a is marked with the "Lesson" option. Determining the recommended action and displaying the badge 136a based on the determination result are also part of the training guide's functions. The display or non-display of the recommended action badge 136a is switched on or off by turning the training guide on or off using the toggle button 121 on the play setting screen 120 of FIG. 10 , and the on / off state of the toggle button 121 is also associated with the setting of target values for parameters. However, the display or non-display of the recommended action badge 136a and the target values may be set independently of each other without being associated with each other.
[0062] The information section 134 of the home screen 130 displays various information indicating the current status of the training part. The information section 134 includes a stamina gauge 137 and a condition gauge 138. The stamina gauge 137 displays the virtual remaining stamina set for the target character, for example, by displaying a long or short bar graph. Stamina is consumed through actions such as lessons. Stamina is set as a type of parameter indicating the state of the target character. Stamina can affect the experience points to be gained as a result of the target character's actions. For example, stamina is associated with the outcome of an action, such that the lower the stamina, the higher the probability that the target character will fail a lesson, and if the lesson is failed, no experience points will be gained. The stamina displayed on the stamina gauge 137 is restored when the character selects rest as a normal action. Stamina may also be restored in association with certain conditions. For example, stamina may be restored in association with the passage of time, the transition to the next turn, the outcome of an event, or the like.
[0063] The condition gauge 138 displays the condition of the target character as a parameter indicating its state, distinguished by, for example, color tone, icon style, etc. Condition is set as a parameter necessary for generating so-called buff or debuff effects that are advantageous for the target character in acquiring experience points. The better the condition, the more likely a buff effect or debuff effect will occur. Alternatively, the worse the condition, the more likely a condition unfavorable to the development of the target character will occur. Condition improves when a player selects a break as a normal action. Condition may also be changed in association with certain conditions. Furthermore, the condition of the target character may become "bad" under certain conditions. For example, a condition such as injury or illness of the target character may be set as bad condition. When bad condition occurs, the target character must select a hospital as a normal action to recover. Therefore, the option to visit a hospital may be selectable only when bad condition occurs.
[0064] When "Auto" is selected in the function selection section 135 of the home screen 130, the auto setting screen 140 shown in FIG. 12 is displayed superimposed on the home screen 130. The auto setting screen 140 presents "Auto OFF," "Auto Lv1," "Auto Lv2," and "Auto Lv3" as auto setting options. "Auto Lv1," "Auto Lv2," and "Auto Lv3" correspond to levels 1 to 3 in the automatic mode of FIG. 4, respectively, and "Auto OFF" corresponds to auto off. A check mark 141 is added to the selected setting. In the example of FIG. 12, auto off is selected. When the user selects one of the options on the auto setting screen 140 and operates the setting completion button 142, the auto setting currently selected is applied. At auto levels 1 to 3, the screen temporarily stops when a user selection operation is required (the command input procedure in FIG. 4). For this reason, a comment such as "The screen will stop when an operation is required" is added to the auto setting screen 140.
[0065] When "Settings" is selected in the function selection section 135 of the home screen 130 of FIG. 11 , the user can set whether or not to use the training guide. The setting screen is similar to the play setting screen 120 of FIG. 10 and is not illustrated here. Setting the training guide during the training part allows the user to turn the training guide on and off, set target values when the training guide is newly turned on, reset target values for parameters for which target values were set in the pre-start settings, and set new target values for parameters for which target values were not set in the pre-start settings. If the user is allowed to reset target values during the training part, the user can appropriately change the target values taking into account the degree of parameter growth. For example, the user can change the target values flexibly according to the progress of the training, such as by raising the target if more experience points are accumulated than intended, or by lowering the target if experience points are not accumulated as intended.
[0066] When "Lesson" is selected in the action selection section 136 of the home screen 130 of FIG. 11 , the display switches from the home screen 130 to an action selection screen 150 illustrated in FIG. 13 . A character image 151 corresponding to the appearance of the target character is displayed on the action selection screen 150. The character image 151 may be the same image as the character image 103 of FIG. 8 , or may be an image in which the costume, hairstyle, pose, etc. have been changed. The action selection screen 150 includes an information section 134, a function selection section 135, an action selection section 152, an experience point display section 153, and an event character display section 154. The information section 134 and the function selection section 135 are the same as those in FIG. 11 .
[0067] The behavior selection unit 152 displays five selection buttons 152a-152e corresponding to the five options for the "lesson" of normal behavior, for example, in the shape of a mark symbolizing each option. The selection buttons 152a-152e, from left to right, correspond to the lessons of vocals, dance, charm, expressiveness, and mental strength, respectively. However, in the example of FIG. 13, the charm lesson is expressed as "visuals," and this option is shown as provisionally selected as the behavior of the lesson. For example, when one of the selection buttons 152a-152e is touched, the operated selection button is enlarged and provisionally selected, and when the provisionally selected selection button is further touched, the selection of the lesson corresponding to that selection button is confirmed. In this manner, the selection buttons 152a-152e may be associated with the selection of lessons.
[0068] The visual lessons are determined to be recommended actions by the training guide function, and a badge 152f is attached to the selection button 152c corresponding to the visual. Furthermore, a failure rate is set for each option depending on the target character's stamina, condition, etc., and the failure rate is also displayed for at least the provisionally selected action. Each selection button 152a-152e displays the lesson level, such as "Lv1." The lesson level is set to increase, for example, the more times the same lesson is selected. The level may be set in association with factors other than the number of times the lesson is selected, such as increasing the target character's vocal or other parameters, or increasing in association with events or items. The higher the lesson level, the more experience points can be acquired.
[0069] The experience point display section 153 displays the experience points acquired by the target character, separated into four categories: music, core strength, appearance, and expression. When one of the selection buttons 152a to 152e is provisionally selected, the increase in experience points acquired through the provisionally selected lesson may be displayed, for example, as "+2." However, this increase does not necessarily have to be the actual value, and may be an estimated value. Incidentally, if the selected lesson is unsuccessful, no experience points will be acquired, or the experience points will be reduced.
[0070] The event character display unit 154 displays a character mark 154a symbolizing a character that cooperates in a lesson (hereinafter, sometimes referred to as an "alliance character"). For example, a character mark 154a corresponding to an allied character that takes a lesson with the target character or supports the target character in the lesson is displayed on the event character display unit 154. The allied character may be, for example, an event character, or a character other than the event character. Other characters may include, for example, characters that appear specifically in the scenario applied in the training part, characters that may appear regardless of the scenario applied, or other appropriate characters. The effects provided by the allied character are differentiated depending on the allied character. For example, each allied character is assigned a favorite lesson, and the effect of the allied character is manifested when the target character selects that favorite lesson. A lottery process may be involved in the appearance of allied characters. Any number of allied characters (0 or greater) may be assigned to one lesson. The number of allied characters with matching favorite lessons is indicated on the selection buttons 152a-152e of the action selection unit 152.
[0071] An allied character may have advantageous effects, such as increasing the experience points earned in a lesson. For example, experience points are added when the relationship between the target character and the allied character satisfies a predetermined condition. The relationship between the target character and the allied character is expressed by an intermediate parameter, such as reliability. When a lesson that the allied character is good at is selected as the target character's action, the allied character's reliability increases, and when the reliability is equal to or greater than a predetermined value, the condition is considered to be met and experience points are added. Alternatively, regardless of reliability, advantageous effects for the development of the target character may be obtained, such as additional experience points being earned or a predetermined event occurring. Therefore, in order to acquire more experience points, it is advantageous to select a lesson that has a relatively large number of allied characters or that has allied characters with high reliability.
[0072] 14 and 15 show examples of screens displayed during the development part. FIG. 14 is an example of a presentation screen 160, and FIG. 15 is an example of a selection screen 170. Both screens are examples of images associated with the development progress. The presentation screen 160 of FIG. 14 is a screen for presenting a scene in which a target character speaks during an event that occurs during a normal turn, for example. As an example, the presentation screen 160 displays a character image 161 representing the target character with a speech bubble 161a indicating the content of the character's speech. The speech bubble 161a is displayed as part of a series of conversations exchanged between the character and an event character involved in the event, or as a speech directed at the user. The information section 134 and the function selection section 135 are similar to those of FIG. 11. However, the presentation screen 160 may be used to present the state of an action, and displaying the speech bubble 161a indicating the content of the speech is not essential.
[0073] On the other hand, the selection screen 170 in Fig. 15 displays a dialog box 171 showing options that arise during the event. The information section 134 and the function selection section 135 are the same as those in Fig. 11. When the user selects one of the dialog boxes 171, an action or the like corresponding to that dialog box 171 is selected. Note that the selection screen 170 in Fig. 15 also displays a character image 172 showing the target character, but the display content may be changed appropriately depending on the situation in which the options are to be presented. For example, images of the target character and the event character may be displayed, or various images of places, items, etc. associated with the action options may be displayed.
[0074] When level 2 is set in the auto setting, the playback speed of the rendering screen 160 in FIG. 14 is set faster than that in normal mode. For example, when rendering screen 160 is displayed as a moving image, the moving image is fast-forwarded. When rendering screen 160 is displayed as a still image, the duration of its display is set to be short. When auto level 3 is set, the display of rendering screen 160 is omitted. In other words, rendering screen 160 itself is not displayed. On the other hand, the selection screen 170 in FIG. 15 gives the user an opportunity to make a selection. Therefore, even if any of auto levels 1 to 3 is set, the selection screen 170 is displayed in the same way as in normal mode, and remains displayed until the user's selection is confirmed.
[0075] In correspondence with FIG. 5 , both the presentation screen 160 and the selection screen 170 are displayed as a type of image associated with the progression of development. However, the presentation screen 160 is a screen that does not require selection based on user instructions, and is an example of an image displayed at the scenario playback stage of FIG. 5 . Therefore, the presentation screen 160 is a target for which user operations such as screen forwarding operations are not required when auto level 1 is set, a target for which the playback speed is increased when auto level 2 is set, and a target for which playback is omitted when auto level 3 is set. On the other hand, the selection screen 170 is a screen that requires user instructions, and is therefore an example of an image displayed at the command input stage of FIG. 5 . Note that when skip all is on, both the presentation screen 160 and the selection screen 170 are omitted from display.
[0076] 14 and 15 show examples of screens during an event, but the screen display when the target character acts in accordance with the selection of a normal action is similar. For example, when selecting a normal action, even if one of auto levels 1 to 3 is set, the screen does not change until the selection is confirmed. On the other hand, when a normal action is selected, for example, a screen that depicts a scene in which the target character is giving a lesson, playback is controlled according to auto level 1 or 2, or playback itself is omitted according to the setting of auto level 3, unless a user selection operation is required.
[0077] When a screen is presented to the user, such as the selection screen 170 of FIG. 15 , that presents options to the user and requires a selection instruction, information to guide the selection may be presented in association with the option. For example, an event that the user has already experienced in another training part played in the past or the currently playing training part may occur, or an opportunity may arise in which lesson conditions match or are similar, such as a match with a linked character even during normal actions. In such cases, information may be presented indicating that the option was selected in a previous selection opportunity or that the option is unselected. When a selected option is presented to the user, further reference information may be presented to the user, such as the degree to which a parameter has increased or the amount of experience points of a given type that has been acquired as a result of the selection. In the example of FIG. 15 , for example, information may be presented by adding an indicator such as a mark or badge to the dialog box 171 indicating whether the option has been selected or not, or by changing the display mode, such as the color, pattern, or shape of the dialog box 171, depending on whether the option has been selected or not. When presenting information about the selection result, the information may be presented within the dialog box 171, or by displaying the information as a pop-up upon a tentative selection in the dialog box 171.
[0078] 16 shows an example of an ability improvement screen 180 that is displayed when manually allocating the experience points acquired by the target character to parameter values. The ability improvement screen 180 is a screen that is displayed by a predetermined calling operation, for example, by operating the ability improvement button 132a in FIG. 11. The ability improvement screen 180 includes a parameter display section 181, a switching section 182, an allocation setting section 183, and a function selection section 135. The function selection section 135 is the same as that in FIG. 11.
[0079] The parameter display section 181 displays the current parameter values and ranks of the target character. The switching section 182 is an operation section for switching the setting target between basic abilities and skills. FIG. 16 shows the state in which basic abilities are selected. When basic abilities are selected, the allocation setting section 183 displays the amount of experience points required for allocation in a table format, with the target character's five parameters arranged vertically and the target character's acquired experience points arranged horizontally. For example, for the vocal parameter, it is indicated that 6 experience points for music and 1 experience point for expression are consumed. A value of 0 consumed experience points indicates that the experience points cannot be allocated to the corresponding parameter. For example, for the vocal parameter, the parameter value cannot be increased by consuming experience points for core and appearance. In this way, the types of parameters to which experience points can be allocated and the amount of experience points consumed when allocating experience points are differentiated depending on the combination of parameters and experience points. Each parameter row in the table is accompanied by an adjustment button 183a marked with a "+" symbol. When the adjustment button 183a corresponding to any of the parameters is operated, the experience points shown in the table are consumed, and in exchange for this consumption, the value of the parameter increases. Operating the adjustment button 183a corresponds to an example of an allocation operation.
[0080] The allocation of experience points by the parameter display section 181 is confirmed by operating the confirm button 184. The reset button 185 is a button that is operated when canceling the settings of the parameter display section 181. When the training guide is on and a target value has been set for at least one type of parameter, the manual allocation of parameters using the ability improvement screen 180 of Fig. 16 is skipped, and the experience points are automatically allocated to the parameter values in accordance with predetermined processing rules.
[0081] When a skill is selected in the switching unit 182 of Fig. 16, a screen for selecting the skill to be acquired is displayed in place of the parameter display unit 181. This screen may be configured as a screen in which acquireable skills are arranged vertically instead of the vertical parameters in the parameter display unit 181, and is not shown in the figure. Regarding skill acquisition, automatic processing that eliminates the need for at least some operations is possible, regardless of whether the simplified mode is selected as described above. This automatic processing is processing that is executed separately from the automatic skill acquisition processing that is executed when skip all is on.
[0082] FIG. 17 shows an example of a skip result screen 190 for displaying results (see FIG. 5 ) when auto level 3 is on. The skip result screen 190 displays a list of labels 191 in one-to-one correspondence with the normal actions and events that occurred in each turn. The label 191 includes a title section 191a assigned to the normal action or event and a details section 191b describing the results, such as experience points earned from the normal action or event. The skip result screen 190 also includes an experience point display section 192. The experience point display section 192 displays experience points by type, similar to the experience point display section 153 in FIG. 13 . By displaying the skip result screen 190, the user can understand the results of normal actions in one turn, the types of events that occurred, and the results of events, even if scenario playback is skipped with auto level 3. Note that the skip result screen 190 may be configured to display the results of normal actions and the results of events on separate screens. Only the results of normal actions or the results of events may be displayed on the skip result screen 190. The display of the skip result may also be configured to omit the display of the event name, etc., and only cover the acquired experience points, changes in stamina, etc. The accumulated value of the experience points acquired from normal actions and events may also be displayed.
[0083] FIG. 18 shows an example of a training result screen 200 displayed at the end of the training part. The training result screen 200 includes a character information section 201, a selection section 202, and a selection information section 203. The character information section 201 further includes a character image 204, such as a thumbnail image symbolizing the target character, a parameter display section 205 showing the parameter values and rank for each type at the end of training, and a rank display section 206 showing the final evaluation rank of the target character. The selection section 202 is an operation section for switching between skills and training information. When skills are selected, a list of skills acquired in the training part is displayed in the selection information section 203. When training information is selected, various information such as a log of the training part is displayed.
[0084] When training is performed with the skip mode of Fig. 4 selected, that is, with skip all on, the command input and scenario playback procedures of Fig. 5 are all omitted and training is completed, and the training results are presented to the user on the training result screen 200 of Fig. 18. When skip all is on, the training results displayed on the training result screen 200 may differ even if training is started under the same conditions. This is because the calculation of the training results in skip all includes a probability element.
[0085] [Automatic Processing of the Development Part] Next, an example of automatic processing in the development part will be described. (1) Automatic Processing When Skip All is On FIG. 19 shows an example of automatic processing when Skip All is On. The automatic processing of FIG. 19 may be executed for the entire development part as a target period. Alternatively, the development part may be divided into multiple target periods, for example, by section or turn, and executed for each target period. In the automatic processing of FIG. 19 , first, the experience points to be earned during the target period (hereinafter sometimes referred to as "total experience points") are calculated for each type (F11). The calculation of the total experience points may be performed, for example, by appropriately determining the selection of normal actions during the target period, whether or not an event occurs, and the selection of events that occur through lottery or other means. In other words, the total experience points may be calculated by virtually completing each turn through internal processing of the computer. Alternatively, the expected range of total experience points to be earned during the target period may be determined in advance through calculations or simulations that take into account probability factors within the target period, such as the probability of event occurrence, and the total experience points may be determined within the estimated range using lottery or other means. In this case, the total experience points may be determined within an expected range, but there may be a certain probability that a total experience point greater than the expected range will be obtained.
[0086] Next, the experience points to be allocated to the parameters are calculated from the total experience points (F12). For example, the experience points for the parameters may be calculated by multiplying the total experience points by a fixed ratio. Next, a process of allocating the calculated experience points to the parameters is performed (F13). In this allocation process, an allocation order is set among the parameters so that the experience points are preferentially allocated to the priority parameters set in the pre-start settings. In the example of FIG. 19 , priority parameters are indicated by PP1..., and other non-priority parameters are indicated by NP1.... The subscripts 1, 2... indicate the order of priority among priority parameters or the order of priority among non-priority parameters. When the number of priority parameters is the priority number, and the priority number is 1, the allocation order is set, for example, from the top as follows: PP1 → NP1 → PP1 → NP2 → PP1 → NP3 → NP4. An example of the allocation order when the priority number is 2 or 3 is shown in FIG. 19 . Note that when there are multiple priority numbers, the priority among priority parameters is set according to the basic order. The priorities of the non-priority parameters are also set according to the basic order, which may be, for example, vocals, dance, charm, expressiveness, and mentality, in descending order.
[0087] In the experience point allocation process, experience points are allocated to each parameter in sequence according to the allocation order. Experience points are consumed each time allocation is performed. The amount of experience points consumed varies depending on the combination of parameters and experience points, as illustrated in FIG. 16 . Therefore, even if at least some types of experience points remain, it may be impossible to allocate experience points to a parameter whose allocation order has arrived, depending on the type of parameter. If such an experience point shortage occurs, allocation to a parameter is skipped, and the process proceeds to allocation to the next parameter in the sequence. As described above, experience points are allocated to each type of parameter in sequence according to the allocation order. When allocation has progressed to the final ranking, allocation is repeated from the top of the allocation order. When the experience points have decreased to the point where allocation is no longer possible for all parameters, the allocation process ends. Through the above process, the development result is calculated so that the value of the priority parameter changes relatively more significantly in the direction of growth compared to the non-priority parameters.
[0088] Once the allocation of experience points is complete, the acquireable skills are then confirmed (F14). In this case, all skills may be determined to be acquireable, or the acquireable skills may be narrowed down depending on the target character or event character. A specific skill may become acquireable based on various settings, such as the settings of an event occurring during a turn or the settings of a training part scenario. Next, the experience points required to acquire the skill are calculated from the total experience points (F15). For example, the experience points required to acquire the skill may be calculated by subtracting the experience points for parameters from the total experience points. The skill acquisition process is then performed (F16). Skill acquisition may be performed, for example, by preparing a candidate list of acquireable skills in order of priority, and recording skills with sufficient experience points in the acquisition list in exchange for consuming the experience points required to acquire the skill, starting with the skill with the highest priority. For example, the priority order in the candidate list may be determined so that the higher the value of the skill, the higher the priority. The value of a skill may be determined based on appropriate criteria, such as the level of the effect the skill has on training, the level or rank assigned to the skill, etc. In Fig. 19, skills are listed in descending order of priority as SK1, SK2, etc. In the example of Fig. 19, skill SK1 is determined to be acquireable because there are sufficient experience points, and is recorded in the acquisition list, skill SK2 is determined to be unacquirable because there are insufficient experience points, and the next skill SK3 is determined to be acquireable.
[0089] In this way, when skip all is on, parameter growth and skill acquisition are automatically processed. The processing results are presented to the user via the training result screen 200 of FIG. 18, for example. The presented training results include the parameter values and rank of the target character for which training has been completed. In the processing of FIG. 19, parameters with a higher allocation order change more significantly depending on the direction of growth, and the amount of change in the value of each parameter from the start of training to the end is differentiated. Furthermore, the calculation of total experience points includes a probability element. Therefore, even if training results are calculated under the same conditions, the training results will not necessarily be consistent. The same is true for skill acquisition.
[0090] (2) Automatic Allocation of Parameters in the Training Guide When the training guide is on and a target value is set for at least one parameter, the allocation of experience points to parameters is automatically processed. In this process, parameters to be allocated are selected based on the rank of the parameters for which target values are set, and experience points are allocated to the selected parameters. An example of this overview is shown in Figure 20. Figure 20 shows an example in which target values are set for all five types of parameters P1 to P5.
[0091] In the example of Fig. 20, five types of parameters are distinguished and indicated by P1, P2, ... For example, when the parameters P1 to P5 are ranked at the start of automatic allocation, the order is P3 → P2 → P1 → P4 → P5, with the lower the rank, the higher the ranking. Note that for parameters of the same rank, the order of the parameters is determined according to the basic ranking, as in the example of Fig. 19. As an example, the basic ranking is set as follows, from highest to lowest: vocals, dance, charm, expressiveness, mentality.
[0092] In the first allocation, experience points are allocated to parameter P1, which has the lowest rank. If, as a result of this allocation, parameter P1's ranking changes to be lower than parameter P4 but higher than parameter P5, parameter P2 will be ranked highest. In this case, in the second allocation, experience points are allocated to parameter P2. If, as a result of the second allocation, parameter P2's ranking changes to be lower than parameter P4 but higher than parameter P3, parameter P1 will be ranked highest. Therefore, in the third allocation, experience points are allocated to parameter P1. Note that even in the example of FIG. 20 , depending on the combination of parameters and experience points selected for allocation, there may be insufficient experience points, making allocation impossible. If such a shortage occurs, other parameters to which experience points can be allocated are selected in order of rank. The allocation of experience points is repeated until allocation is impossible for all parameters, and the process ends. When a predetermined termination condition is met, for example, when all parameters reach their target values, the automatic allocation setting in the training guide is canceled and the allocation process is not executed thereafter. As described above, parameters that have reached their target values may be excluded from subsequent allocation targets.
[0093] In the example of FIG. 20 , experience points are allocated only to parameters for which target values are set. This differs from the example of FIG. 19 , in which non-priority parameters NP1, NP2, etc. are also included in the allocation order. Therefore, in automatic allocation when the training guide is on, experience points are not allocated to parameters for which target values are not set. However, experience points may also be allocated to parameters for which target values are not set under certain conditions. For example, if there are remaining experience points at the end of allocation, the remaining experience points may be allocated to parameters for which target values are not set. The remaining experience points may not be processed by automatic allocation, but may be manually allocated to parameters in accordance with user instructions at an appropriate time after the end condition is met and automatic allocation is completed. In summary, in the automatic experience point allocation process in the training guide, as long as experience points are preferentially allocated to parameters for which target values are set, the allocation of experience points to parameters for which target values are not set may be set as appropriate.
[0094] The parameter allocation method shown in FIG. 20 is merely an example, and the method for selecting parameters to which experience points are allocated may be modified as appropriate. In the example of FIG. 20 , among the target parameters for which target values are set, the parameter with the lowest rank is selected as a target parameter relatively slow in its growth. However, determining whether a parameter is relatively progressing or lagging in its growth may be determined based on the difference between the parameter's current value and its target value. In this case, the larger the difference, the more delayed the change in its growth may be. Parameters for which target values are set may be distinguished as priority parameters PP1, PP2, etc. shown in FIG. 19 , and parameters for which target values are not set may be distinguished as non-priority parameters NP1, NP2, etc. shown in FIG. 19 , and experience points may be allocated manually as in FIG. 19 . Parameters to be allocated may simply be sequentially selected according to their base ranking. Parameter selection does not necessarily need to be reviewed each time experience points are allocated. For example, experience points may be allocated continuously to a parameter once selected as a target parameter two or more times. A parameter to be allocated may also be selected each time the parameter increases by a predetermined amount. The process of allocating experience points may be performed at an appropriate timing, and the target parameters may be selected for each occasion.
[0095] (3) Determining Recommended Actions. FIG. 21 shows an example of a process for determining recommended actions when the training guide is on. Recommended actions are determined based on the target character's condition and the expected experience points for each of the actions (see FIG. 3 ) available as options for normal actions, such as "vocal" and "dance." In the example shown in FIG. 21 , the system first checks whether the target character is in poor condition ( F21 ). If the target character is in poor condition, the recommended action is determined as "visiting the hospital" ( F29 ). If the target character is not in poor condition, the system checks the target character's condition ( F22 ). If the condition is worse than a predetermined criterion, the system checks the appearance status of the linked characters for each option for normal actions ( F23 ). Based on the results of this check, the expected experience points for each option for the "lesson," i.e., "vocal" and "dance," are determined as the effect of the lesson ( F24 ). Next, the failure rate for each "lesson" option is checked ( F25 ). The failure rate increases or decreases depending on the physical strength and condition of the target character. If the failure rate for all of the "Lesson" options is higher than a predetermined criterion, the "Rest" action is determined as the recommended action (F27).
[0096] If there is one or more actions whose failure rate is equal to or less than the criterion, an optimal lesson from the actions is determined as the recommended action (F26). The optimal lesson may be selected, for example, as the action that is expected to earn the most experience points. However, the optimal lesson may also be selected in association with a target value. For example, a lesson suitable for raising a parameter to a set target value may be selected as the optimal lesson. If target values are set for multiple types of parameters, the lesson that can earn the most experience points required to raise the parameter with the lowest rank among those parameters may be selected as the optimal lesson.
[0097] (4) Skill Acquisition When Skip All is Off The automatic skill acquisition shown in FIG. 19 is a process performed when Skip All is on. Furthermore, when "Skill" is selected in the switching unit 182 of the ability improvement screen 180 shown in FIG. 16 , a user can manually acquire a skill by consuming experience points. In this embodiment, when a mode other than Skip All is on is selected, a skill can be acquired using a procedure that partially omits operations compared to manual acquisition. For example, when a skill becomes available for acquisition, the skill acquisition screen 210 shown in FIG. 22 is displayed to notify the user that the skill is available for acquisition. When the user operates the automatic button 211, automatic skill acquisition is performed. In this case, automatic skill acquisition may be performed by, for example, randomly selecting a skill from available skills. As with the Skip All is on setting in FIG. 19 , available skills may be prioritized according to their value, and skills may be selected in descending order of priority within the range of sufficient experience points. When a skill is automatically acquired, the selected skill is presented to the user as shown in FIG. 23 . When the decision button 214 is operated, the skill currently selected is acquired. When the re-lottery button 215 is operated, a skill is reselected. When the manual selection button 212 in FIG. 22 is operated, the process may proceed to manual acquisition of a skill. For example, the selected skill may be displayed in the switching section 182 of the ability improvement screen 180 in FIG. 16, and manual acquisition may be performed through that screen.
[0098] [Control System and Processing of User Device] Next, an example of the configuration of the control system of the user device 3 and its processing procedure will be described. (1) Configuration of the Control System FIG. 24 shows an example of the control system of the user device 3. The user device 3 is provided with a control unit 10 and a storage unit 11. The control unit 10 is configured as a computer including a CPU and internal storage devices required for its operation, such as cache memory, RAM, and frame memory. The storage unit 11 is a storage device that uses a non-volatile storage medium such as a magnetic storage medium or flash memory and functions as an external storage device for the control unit 10. Connected to the control unit 10 are an input device 12 that detects user operations and outputs operation signals corresponding to the detection results, and a display device 13 that displays game screens, etc. Connected to the control unit 10 are also a speaker unit for outputting sound, a communication control unit for controlling communication with the game server 4, and the like, but these are not shown in the figure.
[0099] The storage unit 11 stores a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program that cooperates with an operating system that controls the basic operations of the control unit 10 to cause the control unit 10 to execute calculations and operation control required for the game. Interactions with the user and various automatic processes in the training part are controlled according to the contents of the game program Pg. The game data Dg is data that should be referenced as appropriate in controlling the game. For example, the game data Dg stores data that defines the progression procedure in the training part, data describing parameters and skills to be associated with various objects such as base characters and event characters, and image data that serves as material for displaying various objects and background images.
[0100] The play data Dp is data for each user associated with the user's play of the game on the user device 3. For example, information such as the user's play history and status is described in the play data Dp. Information for specifying the status of character development is also recorded in the play data Dp. For example, information such as the parameter values of characters currently being developed and characters that have been developed, acquired skills, and the current number of experience points acquired through development is recorded in the play data Dp.
[0101] The game program Pg and game data Dg are appropriately distributed from the game server 4 to the user device 3 and stored in the storage unit 11. The play data Dp is appropriately updated in accordance with the game being played on the user device 3, and is stored in the game server 4 at appropriate times in association with the user's identification information. When a user completes authentication with the game server 4 to play a game, the play data Dp corresponding to that user is provided from the game server 4 to the user device 3 and stored in the storage unit 11.
[0102] As the control unit 10 executes the game program Pg, the control unit 10 is provided with a game setting unit 21, a game control unit 22, and an image drawing unit 23. Each of the units 21 to 23 is a logical device realized by cooperation between the computer hardware of the control unit 10 and the game program Pg as software. The game setting unit 21 manages the settings of various items that determine the play conditions of the game. The settings of the various modes shown in FIG. 4 are also processed by the game setting unit 21.
[0103] The game control unit 22 executes various arithmetic processes necessary for progressing the development of the development part or playing the live part according to the procedures shown in Figures 2 and 3, and progresses the game according to the results of the calculations. The game control unit 22 executes arithmetic processes to realize, for example, whether an event occurs in each turn of the development part, the acquisition of experience points according to the results of normal actions and events, the allocation of experience points to parameters, or the acquisition of skills. The game control unit 22 generates status data Ds for determining the progress of the game, stores this in the internal storage device of the control unit 10, and appropriately updates the status data Ds as the game progresses. The status data Ds includes various information necessary for determining the status of the game, such as the development status of the target character, the composition of the event deck, and the results or progress of each turn.
[0104] The image drawing unit 23 repeatedly executes processing required to draw various game screens in a predetermined frame memory in accordance with the status data Ds at a cycle corresponding to the frame rate of the display device 13. As the image drawing unit 23 repeatedly draws the game screen, the various screens exemplified in FIG. 8 and the like are displayed on the display device 13 in accordance with the progress of the game.
[0105] (2) Processing of the Control System Next, with reference to Figures 25 to 33, an example of the procedures for various processes executed by the control system of the user device 3 will be described. Note that in the following description, the procedures will be shown according to the flowcharts in Figure 25 and subsequent figures, and Figures 2 to 23 will also be referenced.
[0106] FIG. 25 shows an example of the procedure of the pre-start setting process executed by the game setting unit 21 to set all skip settings and training guides during the pre-start setting stage (see F4 in FIG. 2 ) performed before the start of the training part. When the pre-start setting process is started, the game setting unit 21 first causes the user device 3 to display the final confirmation screen 110 of FIG. 8 (step S101). This display is realized by passing information necessary for drawing the final confirmation screen 110 to the image drawing unit 23 and causing the image drawing unit 23 to draw the final confirmation screen 110. Similarly, various screens are drawn by the game setting unit 21 or the game control unit 22 passing information necessary for drawing to the image drawing unit 23 and issuing a drawing instruction. However, the following description will be given assuming that the game setting unit 21 or the game control unit 22 causes a predetermined screen to be displayed on the user device 3.
[0107] Next, the game setting unit 21 determines whether or not the skip all button has been turned on (step S102). If the skip all button has been turned on, the game setting unit 21 changes the final confirmation screen 110 to the state shown in FIG. 9 to give the user an opportunity to specify priority parameters (step S103). If the user specifies priority parameters using the priority button 119 on the final confirmation screen 110 shown in FIG. 9, the specified parameters are selected as priority parameters, and processing proceeds to the next step, S104. Once the priority parameters have been selected, the game setting unit 21 determines whether or not the user has operated the start button 114 to instruct the start of training (step S104). If the start of training has not been instructed, the game setting unit 21 returns to the processing of step S102.
[0108] If skip all is not turned on in step S102, the game setting unit 21 determines whether or not a training start command has been issued by operating the start button 114 with skip all turned off (step S105). If it is determined that a training start command has been issued, the game setting unit 21 displays the play setting screen 120 of FIG. 10 on the user device 3 (step S106). Next, the game setting unit 21 determines whether or not a training guide has been turned on on the play setting screen 120 (step S107). If the training guide has been turned on, the game setting unit 21 sets target values for each parameter of the target character according to the operation status of the target setting unit 122 on the play setting screen 120 (step S108). Note that whether or not to set target values for each of the five parameters is up to the user's discretion. Therefore, in the processing of step S108, target values may be set for all or some of the five parameters, or target values may not be set for all parameters.
[0109] After setting the target value, the game setting unit 21 determines whether the user has operated the setting completion button 128 in FIG. 10 to instruct setting completion (step S109). If setting completion has not been instructed, the game setting unit 21 returns to the processing of step S106. If it is determined in step S109 that setting completion has been instructed, the game setting unit 21 sets the auto level in accordance with the user's instruction (step S110). This processing involves displaying the auto setting screen 140 in FIG. 12 and prompting the user to select auto off or auto levels 1 to 3. If it is determined in step S105 that a training start instruction has not been instructed, the game setting unit 21 determines whether the cancel button 115 on the final confirmation screen 110 has been operated (step S111), and if not, returns to the processing of step S101. If it is determined in step S111 that the cancel button 115 has been operated, the game setting unit 21 returns the process to the previous stage of the pre-start setting, for example, the event character selection stage of FIG. 2 (step S112), and then ends the pre-start setting of FIG. 25. However, by returning the process to the target character selection stage in step S112, the target character may be reselected and items and event characters may be reselected accordingly. When a training start instruction is issued in step S104 or the auto setting of step S110 is completed, the game setting unit 21 saves the settings made so far in the status data Ds (step S113) and ends the pre-start setting process of FIG. 25. According to the above process, in the pre-start setting stage, it is possible to set all skip on or off, the training guide on or off, and the level in the auto setting. It is also possible to set a target value when the training guide is on.
[0110] FIG. 26 shows an example of the procedure of the training process executed by the game control unit 22 in the training part. When an instruction to start training is given, the game control unit 22 first determines whether or not skip all is set to on (step S121). If skip all is set to off, the game control unit 22 executes turn processing (step S122). The procedure of the turn processing will be described later. After the turn processing is completed, the game control unit 22 determines whether or not level 3 is selected in the auto setting (step S123). If level 3 is selected, the game control unit 22 displays the skip result screen 190 of FIG. 17 on the user device 3 to present the result of the turn processing of step S122 to the user (step S124). If level 3 is not selected, step S124 is skipped.
[0111] Next, the game control unit 22 determines whether the training part has ended (step S125). The training part ends when the final turn has ended or when the target live performance during the training part has not been cleared. If the training part has not ended, the game control unit 22 returns to the processing of step S122 and executes the turn processing corresponding to the next turn. Thereafter, the same processing is repeated to sequentially consume turns and progress the training.
[0112] On the other hand, if it is determined in step S121 that the skip all setting is on, the game control unit 22 calculates the training result in the skip all setting (step S126). This process is as described in Fig. 19, and the values of various parameters of the target character after training and the skills acquired by the target character are determined as the calculation results.
[0113] When it is determined in step S125 that the training part has ended, or when the training result has been calculated in step S126, the game control unit 22 saves the training result in the play data Dp (step S127), and presents the training result to the user by displaying the training result screen 200 of Fig. 18 on the user device 3 (step S128). Thereafter, the game control unit 22 ends the training process of Fig. 26.
[0114] FIG. 27 shows an example of the procedure for turn processing executed by the game control unit 22 as a subroutine process of step S122 in FIG. 26 . The turn processing corresponds to one turn. In the turn processing, the game control unit 22 first determines whether an event will occur in the current turn (step S141). In this case, the event is an event preceding the normal action or target live shown in FIG. 3 . The occurrence of an event may be determined based on various factors, such as the progression procedure defined for the turn and the probability of the event occurring. Some events are guaranteed to occur, while others vary in occurrence depending on the probability, etc. If it is determined that an event has occurred, the game control unit 22 executes event processing (step S142) and then proceeds to step S143. If it is determined that an event will not occur, step S142 is skipped and processing proceeds to step S143. The procedure for event processing will be described later.
[0115] In step S143, the game control unit 22 determines whether the current turn is the turn of the target live. If it is determined that the current turn is not the turn of the target live but is a normal turn, the game control unit 22 determines whether the training guide is on (step S144). If the training guide is on, the game control unit 22 determines a recommended action (step S145), and then proceeds to the processing of step S146. The processing of determining a recommended action is as described with reference to FIG. 21. If it is determined in step S144 that the training guide is off, step S145 is skipped and the processing proceeds to step S146.
[0116] In step S146, the game control unit 22 causes the user device 3 to display the home screen 130 of FIG. 11. If a recommended action has been determined in step S145, a badge 136a is attached to the recommended action. When the user selects "Lesson," which is an option for normal action, on the home screen 130, the display switches to the action selection screen 150 of FIG. 13. If a recommended action has also been determined on the action selection screen 150, a badge 152f is attached to the corresponding option. When the function selection unit 135 or the ability increase button 132a is operated on the home screen 130 of FIG. 11, processing corresponding to that operation is executed as an interrupt; this processing will be described later.
[0117] When the home screen 130 is displayed, the game control unit 22 determines whether the user has designated any of the normal action options as the action for the current turn, and selects the designated action as the normal action for the current turn (step S147). When an action is selected, the game control unit 22 executes normal action processing (step S148). The procedure for the normal action processing will be described later.
[0118] When the normal action processing is completed, the game control unit 22 again determines whether or not an event has occurred (step S149). In this case, the event is an event that occurs following the normal action or target live shown in FIG. 3. Whether or not an event has occurred may be determined in the same manner as in step S141. If it is determined that an event has occurred, the game control unit 22 executes event processing (step S150), and then ends the current turn processing.
[0119] If it is determined in step S143 that it is the turn of the target live performance, the game control unit 22 executes target live performance processing (step S151). This processing involves displaying on the user device 3 images showing the target character appearing in the live performance and performing, and quantitatively calculating the results of the live performance based on the target character's parameter values, stamina, condition, and other status. The playback speed of the images played in the target live performance processing may be set according to the auto setting level. Therefore, if auto level 3 is set, only the results of the target live performance may be presented to the user without displaying images of the live performance.
[0120] When the processing of the target live show is completed, the game control unit 22 determines whether the current turn is the final turn (step S152). If it is not the final turn, the game control unit 22 determines whether the result of the current live show satisfies a predetermined clearing condition (step S153). Whether the clearing condition is satisfied may be determined based on the results achieved by the target character in the target live show. If the clearing condition is satisfied, the game control unit 22 determines that the target live show has been cleared and proceeds to the processing of step S149. On the other hand, if the clearing condition is not satisfied, the game control unit 22 records the end of training in the status data Ds (step S154), and then proceeds to the processing of step S149. If it is determined to be the final turn in step S152, the game control unit 22 skips step S153 and proceeds to the processing of step S154.
[0121] FIG. 28 shows an example of the procedure for the auto setting process executed when "Auto" is selected in the function selection section 135 of the home screen 130. The auto setting process is executed by the game setting unit 21 as an interrupt process for the process of FIG. 27. In the auto setting process, the game setting unit 21 first displays the auto setting screen 140 of FIG. 12 on the user device 3 (step S161). Next, the game setting unit 21 selects the auto setting level by determining whether the user selected "off" or levels 1 to 3, which are options on the auto setting screen 140 (step S162). In this case, the selection also includes auto off. Next, the game setting unit 21 sequentially determines whether any of levels 1 to 3 has been selected (steps S163 to S165). If none of levels 1 to 3 has been selected, the game setting unit 21 determines that the auto setting is off and sets the method of scenario playback during the turn (see FIG. 5) to the playback method in normal mode (step S166).
[0122] If it is determined in step S163 that auto level 1 has been selected, the game setting unit 21 sets the method of scenario playback during the turn to the playback method corresponding to level 1 (step S167). If it is determined in step S164 that auto level 2 has been selected, the game setting unit 21 sets the method of scenario playback of images during the turn to the playback method corresponding to level 2 (step S168). If it is determined in step S165 that auto level 3 has been selected, the game setting unit 21 sets playback skip, which indicates that scenario playback during the turn will be omitted (step S169). Playback skip differs from all skip, which skips the entire training part, in that it omits playback of images that should be displayed during scenario playback during the turn, and stops playback at the selection opportunity.
[0123] When the playback method is set in any of the processes of steps S166 to S169, the game setting unit 21 determines whether or not the user has operated the setting completion button 142 to instruct setting completion (step S170). If setting completion has not been instructed, the game setting unit 21 returns to the process of step S162. When setting completion is instructed, the game setting unit 21 saves the results of the setting in any of steps S166 to S169 (step S171), and then ends the display of the auto setting screen 140 to end the auto setting process.
[0124] 29 shows an example of the procedure for the training guide setting process that is executed when "Settings" is selected in the function selection unit 135 of the home screen 130. The training guide setting process is a process that the game setting unit 21 executes as an interrupt process for the process of FIG. 27. The training guide setting process of FIG. 27 is for making settings related to the training guide, similar to the processes of steps S106 to S109 in the pre-start setting process of FIG. 25, but differs from the process of FIG. 25 in that it is executed during the training part.
[0125] In the training guide setting process of FIG. 29 , the game setting unit 21 first displays the play setting screen 120 of FIG. 10 on the user device 3 (step S181). Next, the game setting unit 21 determines whether the toggle button 121 on the play setting screen 120 has been switched from off to on (step S182). If the toggle button 121 has been switched on, the game setting unit 21 changes the goal setting unit 122 to an operable state and allows the user to set a target rank for the parameters (step S183). However, because training has already begun at this point, it is not possible to set a rank lower than the current rank of each parameter. Setting a target rank is not required; goals may be set only for some parameters, or goals may not be set for all parameters.
[0126] If a negative judgment is made in step S182, the game setting unit 21 determines whether the toggle button 121 has been switched from on to off (step S184). If the toggle button 121 has not been switched, the game setting unit 21 keeps the target setting unit 122 operable and allows the user to set a target rank for the parameter. This process allows resetting of parameters for which a target rank has already been set, and setting a new target rank for parameters for which a target rank has not been set. In both cases of setting a new target rank and resetting a target rank, it is not possible to set a rank lower than the current rank. The setting of the target rank in step S185 is not essential; new or reset targets may be set only for some parameters, or the target setting status may not be changed for all parameters.
[0127] If it is determined in step S184 that a switching operation from on to off has been performed, the game setting unit 21 switches the training guide setting to off (step S186). In this case, the training guide itself is turned off, and not only the automatic allocation process of experience points associated with the target value but also functions such as determining recommended actions are stopped. After completing the processing of step S183, S185, or S186, the game setting unit 21 determines whether the user has operated the setting completion button 128 to instruct setting completion (step S187). If setting completion has not been instructed, the game setting unit 21 returns to the processing of step S182. If setting completion is instructed, the game setting unit 21 saves the processing result of step S183, S185, or S186 (step S188), and then ends the display of the play setting screen 120 to end the training guide setting processing.
[0128] FIG. 30 shows an example of the procedure for event processing executed by the game control unit 22 as a subroutine of step S142 or S150 in FIG. 27. In this event processing, the game control unit 22 first checks the content of the event (step S201) and determines whether a selection opportunity is included in the range where no images are displayed (step S202). If a selection opportunity is present, the game control unit 22 determines whether a playback skip setting is enabled, i.e., whether auto level 3 is enabled (step S203). If a playback skip setting is not enabled, the game control unit 22 plays back the event images up to the selection opportunity determined in step S202 (step S204). The playback method in this case follows the playback method set in step S166, S167, or S168 in FIG. 28. Image playback is paused at the selection opportunity.
[0129] In the next step S205, the game control unit 22 presents options for the selection opportunity of the event to the user and allows the user to confirm the selection in accordance with the user's instruction (step S205). For example, the selection screen 170 of FIG. 15 is displayed, and the selection is confirmed in accordance with the user's instruction (selection operation). The game control unit 22 then returns to step S202 and determines whether or not a further selection opportunity is set during the event. If it is determined in step S202 that there is no selection opportunity, the game control unit 22 calculates the result of the current event (step S206). In this process, the game control unit 22 calculates the experience points to be gained in the event, or the amount of change in the target character's status, such as stamina or condition, based on the content of the event, the target character's actions as a result of the selection, and the target character's parameter values and status.
[0130] Once the event result has been calculated, the game control unit 22 again determines whether a playback skip setting has been made (step S207). If a playback skip setting has not been made, the game control unit 22 plays back the undisplayed portion of the event image until the end of the turn (step S208). In this case, the playback method follows the playback method set in step S166, S167, or S168 of FIG. 28, as in the playback in step S204. Furthermore, at the time of the playback processing in step S208, the event result has already been calculated. Therefore, during the processing in step S208, the acquired experience points and changes in the target character's stamina and condition are presented to the user in an appropriate manner through the event image. For example, a speech bubble indicating the event result may be appropriately incorporated into the image showing the progress of the event. Upon completion of the playback processing in step S208, the game control unit 22 ends the current event processing and returns to the turn processing in FIG. 27.
[0131] 31 shows an example of the procedure for normal action processing executed by the game control unit 22 as a subroutine process of step S148 in FIG. 27. In the normal action processing, the game control unit 22 first confirms the action selected in step S147 in FIG. 27 (step S221). Next, the game control unit 22 calculates a result corresponding to the selected action (step S222). In this process, the game control unit 22 calculates the experience points to be obtained as a result of the action based on the type of selected action and the parameter values and state of the target character, or calculates the amount of change in the target character's state, such as stamina or condition.
[0132] Once the result of the normal action is calculated, the game control unit 22 determines whether or not a playback skip is set (step S223). If a playback skip is not set, the game control unit 22 plays an image of the normal action (step S224). The image of the normal action is configured, for example, as an image depicting the target character performing a selected action, such as vocal lessons. The method of playing the image of the normal action follows the playback method set in step S166, S167, or S168 of FIG. 28, as with the image during the event.
[0133] When the normal action image is displayed in step S224, the game control unit 22 ends this normal action process. If it is determined in step S223 that playback skip is set, the game control unit 22 skips step S224 and ends the normal action process. In this case, the normal action image is not displayed. Note that, at the time of the playback process in step S224, the result of the normal action has already been calculated. Therefore, when processing step S224, the acquired experience points and changes in the target character's stamina and condition are presented to the user in an appropriate manner through the normal action image. This is the same as when event images are played back and displayed.
[0134] FIG. 32 illustrates an example of the procedure for the automatic allocation process executed when the training guide is on and a target value is set for at least one parameter, i.e., when the simplified mode of FIG. 4 is on. The automatic allocation process of FIG. 32 is executed in association with the setting of a target value in the training guide settings and differs from the automatic allocation of parameters during all-skip execution executed as part of the process of step S126 of FIG. 26 . As described above, the automatic allocation process of FIG. 32 may be executed at an appropriate time, such as the end of a turn or the end of a training part. In the automatic allocation process of FIG. 32 , the game control unit 22 first checks the experience points acquired by the target character (step S241). Next, the game control unit 22 selects parameters to which the experience points are to be allocated (step S242). The selection of parameters to be allocated is as described with reference to FIG. 20 . That is, among the parameters for which target values are set, the parameter with the lowest rank and the remaining experience points required for allocation is selected as the parameter to be allocated.
[0135] Next, the game control unit 22 allocates experience points to the parameter selected in step S242, thereby increasing the value of that parameter (step S243). Experience points are consumed in proportion to the increase in the parameter. Next, the game control unit 22 determines whether or not a termination condition set for the automatic allocation is satisfied (step S244). The termination condition is satisfied, for example, when all parameters for which target values are set have reached their target ranks. If the termination condition is not satisfied, the game control unit 22 determines whether or not there is a shortage of experience points (step S245). In this case, if there are no experience points remaining to be allocated to any of the parameters for which target values are set, it is determined that there is a shortage of experience points.
[0136] If it is determined in step S245 that there is no lack of experience points, the game control unit 22 returns to the processing of step S242. Thereafter, the processing of allocating experience points is repeated in a similar manner until a positive determination is made in step S244 or S245. If it is determined in step S245 that there are insufficient experience points, the game control unit 22 ends the current automatic allocation processing. Thereafter, when the processing of FIG. 32 is executed at a timing when the experience points increase, the experience points are again allocated to parameters in step S242 and subsequent steps. On the other hand, if it is determined in step S244 that the termination condition is satisfied, the game control unit 22 cancels the automatic allocation setting in the training guide (step S246), and then ends the automatic allocation processing of FIG. 32. In this case, even if the experience points increase later, the automatic allocation processing is not executed. In order to further train the target character by allocating experience points to parameters, the user needs to operate the ability increase button 132a on the home screen 130 of FIG. 11 to call up the ability increase screen 180 of FIG. 16 and manually allocate experience points to parameters. Even if the automatic sorting is cancelled in step S246, other functions of the training guide, such as the presentation of recommended actions, may continue to be applied if the training guide is set to on.
[0137] Figure 33 shows an example of the procedure of skill acquisition processing executed by the game control unit 22 to acquire a skill. The skill acquisition processing of Figure 33 is processing for partially simplifying the skill acquisition operation using the skill acquisition screen 210 shown in Figures 22 and 23, and is different from the automatic skill acquisition when skipping all executed as part of the processing of step S126 of Figure 26. The skill acquisition processing of Figure 33 may be executed at an appropriate time point, such as at the end of a turn, as long as the skill is available for acquisition.
[0138] In the skill acquisition process of Fig. 33, the game control unit 22 first displays the skill acquisition screen 210 of Fig. 22 on the user device 3 (step S261). Next, the game control unit 22 determines whether the user has operated the automatic button 211 to instruct automatic skill acquisition (step S262). If automatic acquisition is instructed, the game control unit 22 selects candidate skills to be acquired from acquireable skills and presents the selection results to the user via the skill acquisition screen 210 of Fig. 23 (step S263). The skills may be selected by lottery processing, or skills with relatively high value may be selected preferentially.
[0139] Next, the game control unit 22 determines whether or not the user has operated the decision button 214 (step S215). If the decision button 214 has been operated, the game control unit 22 confirms the skill selected in the most recent step S263 as the skill acquired by the target character, and displays the result on the user device 3 (step S265). If the decision button 264 has not been operated in step S264, the game control unit 22 determines whether or not the re-selection button 215 has been operated (step S266). If the re-selection button 215 has been operated, the game control unit 22 returns to the processing of step S263 and reselects a skill. If the re-selection button 215 has not been operated, the game control unit 22 returns to the processing of step S264 and waits for a user instruction.
[0140] If the automatic button is not operated in step S262, the game control unit 22 determines whether the manual selection button 212 in FIG. 22 has been operated (step S267). If not, the game control unit 22 returns to the processing of step S262 and waits for a user instruction. If the manual selection button 212 has been operated, the game control unit 22 executes processing to have the user manually acquire a skill (step S268). As an example, this processing may be executed by causing the user device 3 to display the ability improvement screen 180 in FIG. 16 in an aspect in which a skill has been selected by the switching unit 182. When the processing of step S265 or step S268 ends, the game control unit 22 ends the current skill acquisition processing.
[0141] In the above-described embodiment, the game setting unit 21 functions as an example of a mode selection means by executing steps S101 to S113 of FIG. 25, steps S161 to S171 of FIG. 28, and steps S181 to S188 of FIG. 29. The game control unit 22 functions as an example of a development control means by executing steps S121 to S128 of FIG. 26 (including subroutine steps S141 to S150, S201 to S208, and S221 to S224 of FIGS. 27, 30, and 31). Furthermore, auto level 3 and the skip all omission mode are examples of specific modes selectable by the mode selection means, in that they omit the display of at least some images in the non-selection steps. However, if the specific mode is defined as a mode in which at least some of the selection steps are executed without omission, then auto level 3 is an example of a specific mode.
[0142] The present invention is not limited to the above-described embodiment, and may be embodied in various modified forms. Various modified forms will be described below.
[0143] [Variations] (1) Scope of Automatic Processing in Automatic Mode In the above embodiment, when any of automatic mode levels 1 to 3 is selected, the selection procedure for each turn, i.e., when an option is presented, is performed based on user instructions. However, the computer may automatically perform at least some of the selections without user instructions. For example, the selection may be performed automatically based on the target character's parameter values, status, or the character's development status, such as the experience points acquired at the time of selection. The selection may take into account the value of the options, such as prioritizing the option that will provide the most experience points, or a lottery process may be applied. Alternatively, the option displayed at the top of the screen may be fixedly selected, or the options may be selected sequentially in order. Note that if automatic processing is applied to all selection opportunities at auto level 3, no user operation is required during the period when auto level 3 is applied. Therefore, during that period, development is processed substantially the same as with the all-skip setting. Note that if there is only one option in the selection procedure, there is no need to wait for user instructions. Therefore, such selection procedures may be subject to automatic processing, and images showing the selection process may be subject to automatic levels 1 to 3, eliminating the need for operation or shortening the required time. Regarding options that arise during a turn, if options selected in a previously played development part or options previously selected in the same development part can be identified, an unselected option may be automatically selected, or a previously selected option may be automatically selected again. Even if all options have been selected or unselected, the option that is most advantageous for strengthening the parameter that is least developed or the parameter that differs most from the target value set in simplified mode may be selected preferentially. This allows the development progress when automatic mode is applied to be closer to that when all options are set to skip.Alternatively, the scope of automatic processing in automatic mode can be set appropriately and flexibly, such as by applying automatic selection of options when there are options that have already been selected, or by intervening manual selection according to the command input procedure in Figure 5 when all options have not been selected.
[0144] (2) Image Display in Automatic Mode In the example of Figure 5, when auto level 2 or 3 is set, the time required to play all scenarios during a turn is shortened, but the images for which the time required may be shortened may be limited to at least some of the images that are associated with the progression of development and do not involve options. For example, if the same image is displayed multiple times during the same turn, the images that have already been displayed may be shortened, and images that have not yet been displayed may be displayed for the same time required in normal mode.
[0145] (3) Setting Priority Parameters in All Skip Settings Priority parameters in all skip settings do not necessarily need to be set according to user instructions. For example, priority parameters may be automatically selected taking into consideration various factors such as the items selected for the target character, the composition of the event deck, and the characteristics of the event character. Alternatively, setting of priority parameters may be omitted. In this case, the allocation of experience points may be calculated based on the experience points acquired by the target character for each type, in order to most efficiently develop various parameters, and the experience points may be allocated according to the calculation results.
[0146] (4) Scope of Automatic Processing in Simplified Mode Automatic processing in simplified mode, i.e., automatic processing when the training guide is on, is not necessarily limited to automatic allocation of experience points. Selections may be made automatically for at least some of the selection opportunities that occur during a turn. In other words, operations that are subject to omission in simplified mode are not limited to operations for allocating experience points, and may instead or in addition include other operations, such as operations for selecting actions. In this case, the selection operations that are subject to automatic processing can be set appropriately and flexibly, as in the case of automatic processing in the automatic mode described above.
[0147] (5) Setting of Target Values in the Development Guide As described above, the target values may be set by specifying a rank or the like indicating a range of parameter values, or by specifying a specific value. Furthermore, at least some of the target values may be automatically set based on the selection of the target character, item, or event deck. A value preset by the user may be set as the target value. The target value may be automatically set by referring to a target value set by the user in a previous game, or to a parameter value obtained as a result of a previous game. The target value may be dynamically changed at the discretion of the computer, such as by being reset higher as the development progresses. The setting of the target value does not necessarily need to be associated with the automatic allocation process of experience points. For example, even if the automatic allocation process of experience points is not applied, the target value may be set, and the current value of the parameter may be presented to the user in a state where it can be compared with the target value, thereby providing the user with a guide for determining how much experience points to allocate.
[0148] (6) Confirmation of Target Values The target values set in the training guide can be confirmed during training by calling up the play setting screen 120 of Fig. 10. To facilitate comparison of the current value or rank of a parameter with the target value, for example, the target set rank may be displayed in the parameter display section 132 of the home screen 130 of Fig. 11. The display mode of parameters that have reached their target values may be changed so that they can be distinguished from parameters that have not yet reached their target values.
[0149] (7) Skill Acquisition The process for automatically acquiring skills is not limited to the process illustrated in FIG. 19 or the process illustrated in FIGS. 22 and 23, and may be modified as appropriate. For example, the skill to be acquired with priority may be selected as appropriate in light of the skill's effect and the progress of training. As an example, a skill that allows the acquisition of more experience points corresponding to the parameter to be prioritized for development may be selected. On the other hand, automatic skill selection is not necessarily required and may be omitted. It is not necessary to introduce the concept of skill itself in the training part.
[0150] (8) Application Period of the Shortened Mode In the above-described embodiment, the high-speed modes of auto levels 2 and 3 are applied as a training period beginning when the levels are set and ending when the training part ends or when auto-off or auto level 1 is set in the auto setting. Furthermore, the skip-all mode, an abbreviated mode, is applied as a training period from the start to the end of the training part. However, the training period may be set only for a portion of the training part. For example, an appropriate period during the training part may be set as a training period based on user instructions or computer judgment, and the auto level 2, 3, or skip-all mode as a shortened mode may be applied only for that training period. In this case, it is possible to flexibly use a shortened training time and manual training operations.
[0151] (9) Regarding Experience Points: In the above-described embodiment, experience points are set as an intermediate value correlating the target character's actions with parameters, and multiple types of experience points are set. However, a single type of experience point may be set as the intermediate value. In that case, experience points are commonly used as the intermediate value among multiple types of parameters associated with the target character. When there is only one type of parameter to be developed, the intermediate value may have a one-to-one correspondence with the parameter. Alternatively, the intermediate value may be omitted. For example, the amount of change in the parameter may be calculated based on the results of the target character's actions, and the parameter value may be appropriately changed based on the calculation result. In a type of game that does not use intermediate values, automatic processing related to development may be stopped when all or some of the various parameters to be developed reach target values. This is similar to the case where the simplified mode is used in addition to the automatic mode or skip mode in the above-described embodiment. For example, target values may be set for parameters, and development may be started using a skip-all mode, and the skip-all mode may be ended when at least one of the parameters for which a target value has been set reaches the target value.
[0152] (10) Mode Combinations As mentioned above, the modes shown in FIG. 4 are not mutually exclusive. For example, any of the auto levels 1 to 3 can be combined with the simplified mode. Alternatively, the skip mode and the simplified mode can be combined. For example, the skip mode and the simplified mode can be applied in parallel. For example, before starting training according to the skip all setting, a target value is set for at least one parameter, processing according to the skip all setting is then initiated, and the skip all processing is terminated when the parameter reaches the target value. In this case, the training period begins when the skip all processing begins and ends when the termination condition associated with the target value is satisfied. This combination omits both the selection and non-selection steps for each turn until the parameter reaches the target value, allowing the parameter to immediately grow to the target value. After the target value is reached, training can proceed according to the normal mode or auto levels 1 to 3, or the skip all setting can be re-set to immediately grow the parameter to the new target value. The normal mode is a mode that does not shorten the required time or simplify the operation, as in the automatic mode, the skip mode, and the simplified mode, and cannot be combined with other modes. However, the modes that can be selected in the training are not limited to the modes exemplified in Figure 4, and additional modes may be selectable. Depending on the content of the additional mode, it may be possible to combine it with the normal mode.
[0153] (11) Mode Selection In the above embodiment, the normal mode, each level of the automatic mode, the skip mode, and the simplified mode are selected based on user instructions, but at least some of the selections may be made automatically by the computer. For example, some modes may be automatically selected based on user information such as the user's play history and preferences. Alternatively, the mode may be automatically selected according to the progress of training. For example, the simplified mode may be automatically selected when training is not progressing smoothly, or auto levels 1 to 3 may be automatically selected. In situations where the user particularly wants to operate the game manually, the auto level may be switched off and the normal mode may be automatically selected.
[0154] (12) Others In the above embodiment, the object to be developed is a character, and an example is shown in which the character is developed as an idol. However, the object and its growth may be set according to various concepts. The types and numbers of parameters associated with the object may also be changed as appropriate. In the above embodiment, the computer of the user device 3 executes various processes, but at least some of these processes may be executed in cooperation with the game server 4. On the other hand, the game system 1 does not necessarily have to be configured as a network system, and may be configured as a stand-alone system using only the user device.
[0155] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.
[0156] A computer program (Pg) according to one aspect of the present invention is a computer program for a game that causes a computer (10) to function so as to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of at least one type of parameter associated with the object (Ct) to be raised according to the behavior of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object (Ct), and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that allows the computer to select a specific mode as one of options regarding the progress of the raising, and a mode selection means (22, S101 to S113, S161 to S171, S181 to S188) that allows the computer to select a specific mode as one of options regarding the progress of the raising, and a mode selection means (23, S101 to S113, S161 to S171, S181 to S188) that selects a specific mode as one of options regarding the interaction with the user of the game. The training is progressed according to a progression procedure set by the user, which includes a selection procedure (an example is command input in FIG. 5) for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure (an example is scenario playback in FIG. 5) for displaying an image (160) associated with the training and not requiring selection based on an instruction from the user, and when the specific mode is selected, the training is progressed by omitting the display of at least some of the images in the non-selection procedure.
[0157] A game system (1) according to one aspect of the present invention is a game system including a computer (10) that functions to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of at least one type of parameter associated with the object (Ct) as a target parameter in accordance with the behavior of the object during a predetermined raising period, and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that allows a specific mode to be selected as one of options for the progress of the raising, and a user of the game. The training is progressed according to a progression procedure set for interaction with the user, which includes a selection procedure (an example is command input in FIG. 5) for selecting an option associated with the behavior of the object based on the user's instructions, and a non-selection procedure (an example is scenario playback in FIG. 5) for displaying an image (160) associated with the training that does not require selection based on the user's instructions, and when the specific mode is selected, the training is progressed by omitting the display of at least some of the images in the non-selection procedure (22, S121 to S128).
[0158] A control method according to one aspect of the present invention is a game control method that causes a computer (10) to function so as to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of the target parameter, when at least one type of parameter associated with the object to be raised is set as a target parameter, in accordance with the behavior of the object during a predetermined raising period, and causes the computer to function as a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that can select a specific mode as one of the options for the progress of the raising, and a raising control means (22, S121 to S128) that causes the raising to progress in accordance with a progression procedure that is set in relation to interaction with the user of the game, the progression procedure including a selection procedure for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure for displaying an image (160) associated with the raising that does not require selection based on an instruction from the user, and when the specific mode is selected, omits the display of at least some of the images in the non-selection procedure to proceed with the raising.
[0159] According to each of the above aspects, when a specific mode is selected, the display of at least some of the images in the non-selection steps among the progression steps of the development is omitted. This allows the development to be completed quickly. Since the required time can be reduced compared to when the required time is reduced by speeding up the display in the non-selection steps, a mode with an even shorter required time is provided as a new option. This increases the flexibility of selection regarding the required time.
[0160] The computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed on a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0161] In the above-described embodiment, the following items can be further added. The following various items may be applied in appropriate combinations as long as they are not mutually contradictory.
[0162] When the specific mode is selected, the development control means may execute at least a part of the selection procedure without omitting any of the steps to progress the development. When at least a part of the selection procedure is executed without omitting any of the steps, an opportunity for the user to participate in development through selection instructions can be secured. This makes it possible to appropriately balance the reduction in the time required for development with the enjoyment of the user's participation in development.
[0163] The mode selection means may select the specific mode based on an instruction from the user, thereby allowing the specific mode to be selected in accordance with the user's preferences.
[0164] The mode selection means may be capable of selecting the specific mode during the raising period, thereby enabling the specific mode to be selected even during the raising period, thereby shortening the required time.
[0165] The mode selection means may be capable of selecting one of a plurality of modes, including a normal mode and a shortened mode, which are prepared as options for the progression of the development, and the development control means, when the normal mode is selected, progresses the development according to the progression procedure, and when the shortened mode is selected, progresses the development so that the time required for the progression procedure is shortened compared to the normal mode, and the mode selection means may be capable of selecting the specific mode as one of the options in the shortened mode. According to this, by positioning the shortened mode as a mode in which the time required is shorter than the normal mode and further positioning the specific mode as one of the options, options for shortening the required time are enriched, and it is possible to increase the variety and flexibility regarding the shortening of the required time.
[0166] The mode selection means may be capable of selecting, as an option in the reduction mode, one of a plurality of levels (e.g., auto levels 2 and 3) that differ in the degree of reduction of the required time, and may be capable of selecting a specific level (e.g., auto level 3) included in the plurality of levels as the specific mode. In this way, the degree of reduction can be differentiated through the selection of levels, and the specific mode can be positioned as one of the level options.
[0167] When a level different from the specific level is selected, the development control means may display the image by reducing the time required for displaying the image in the non-selection procedure compared to the time required for displaying the same image in the normal mode. In this way, when a level different from the specific level is selected, the time required for development can be shortened while allowing the user to grasp images related to the development progress.
[0168] Next, a reference example of the invention related to the above-described embodiment and modifications will be described.
[0169] [First Reference Example] The first reference example aims to provide a computer program for a game or the like that allows for a wide range of options regarding the time required for training, and allows for flexible selection of the time required.
[0170] A computer program (Pg) according to one aspect of the first reference example is a computer program for a game that causes a computer (10) to function so as to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised according to the behavior of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised. The computer program includes mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, that are prepared as options for the progress of the raising, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, ... and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S1 and when the shortened mode is selected, the mode selection means can select either a high-speed mode or an abbreviated mode as an option in the abbreviated mode, and the growth control means is configured to, when the high-speed mode is selected, progress the growth so that the required time for part of the progression procedure is shortened, and when the abbreviated mode is selected, progress the growth in the growth period so that the required time for part of the progression procedure is shortened, and when the abbreviated mode is selected, complete the growth in the growth period by omitting the progression procedure.
[0171] A game system (1) according to one aspect of the first reference example is a game system including a computer (10) that functions to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised according to the behavior of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised, and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, which are prepared as options for the progress of the raising, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode ... when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, and a mode selection means (21, S101 to S113, S161 to S171 and when the shortened mode is selected, the mode selection means can select either a high-speed mode or an abbreviated mode as an option in the shortened mode, and the growth control means is configured to, when the high-speed mode is selected, progress the growth so that the required time for part of the progression procedure is shortened, and when the abbreviated mode is selected, progress the growth for the growth period so that the required time for part of the progression procedure is shortened, and when the abbreviated mode is selected, complete the growth by omitting the progression procedure.
[0172] A game control method according to one aspect of the first reference example is a game control method that causes a computer (10) to function so as to provide a game in which, when at least one type of parameter associated with an object (Ct) to be raised is set as a target parameter, the value of the target parameter is changed in accordance with the behavior of the object during a predetermined raising period, and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, which are prepared as options for the progress of the raising, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode ... when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects The mode selection means functions as a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224) that progresses the development in accordance with a progression procedure set for the taking, and when the shortened mode is selected, progresses the development so that the time required for the progression procedure is shortened compared to the normal mode, and the mode selection means is capable of selecting either a high-speed mode or an abbreviated mode as an option in the abbreviated mode, and when the high-speed mode is selected, the development control means progresses the development so that the time required for part of the progression procedure is shortened, and when the abbreviated mode is selected, the progression procedure is omitted to complete the development for the development period.
[0173] According to the above aspects of the first reference example, when the shortened mode is selected, it is possible to meet the needs of users who want to shorten the required time and complete the training quickly, and when the normal mode is selected, it is possible to meet the needs of users who want to fully enjoy the fun of training even if it means taking their time. In the shortened mode, either the high-speed mode or the skipped mode can be selected. When the high-speed mode is selected, the required time for some of the progress steps is shortened, allowing the user to appropriately experience the fun of training while completing the training quickly. On the other hand, when the skipped mode is selected, the progress steps are skipped, so it is possible to meet the needs of users who prioritize shortening the required time. As described above, the options for the required time for training are expanded, allowing the required time to be selected flexibly.
[0174] The computer program according to the first embodiment may be provided in a state stored in a storage medium. By using this storage medium, the system of the present invention can be realized by installing and executing the computer program on a computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0175] In the above-described aspect of the first reference example, the following features can be further added. Note that the following various features may be applied in appropriate combinations as long as they are not mutually contradictory.
[0176] The mode selection means may select the normal mode or the quick mode based on an instruction from the user. Alternatively, the mode selection means may select the high-speed mode or the skip mode based on an instruction from the user. This allows the mode to be switched according to the user's intention.
[0177] The progression procedure includes a selection procedure (one example is the command input in FIG. 5 ) for selecting an option associated with the object's behavior based on the user's instructions, and a non-selection procedure (one example is the scenario playback in FIG. 5 ) for displaying an image (160) associated with the development that does not require selection based on the user's instructions, and when the high-speed mode is selected, the development control means may progress the development in such a way that the required time for the non-selection procedure is shortened. Since the non-selection procedure displays an image that does not require selection based on the user's instructions, the required time can be shortened by speeding up the display, etc.
[0178] The progression steps include a selection step (e.g., command input in FIG. 5 ) for selecting an option associated with the object's behavior based on the user's instruction, and a non-selection step (e.g., scenario playback in FIG. 5 ) for displaying an image associated with the development that does not require selection based on the user's instruction (160). When the high-speed mode is selected, the development control means may progress the development so as to shorten the required time for the non-selection step. When the omission mode is selected, the development control means may calculate the value of the target parameter at the completion of the development as the development result while omitting both the selection step and the non-selection step. In this way, the high-speed mode aims to shorten the required time for the non-selection step, while providing appropriate opportunities for the user to provide instructions in the selection step, thereby appropriately balancing the shortened development time with the enjoyment of the user's involvement in development. On the other hand, the omission mode omits both the selection step and the non-selection step, thereby significantly shortening the development time.
[0179] The mode selection means may select one of a plurality of levels (e.g., auto levels 2 and 3) with different degrees of reduction in the required time as an option in the high-speed mode, and the development control means may change the required time for the non-selected procedure depending on the selected level. This makes it possible to change the effect of reducing the required time depending on the level of the high-speed mode. This allows for more flexible response to user needs.
[0180] The plurality of levels may include a specific level (e.g., auto level 3) that minimizes the time required for the non-selection procedure, and the development control means may, when the specific level is selected, shorten the time required by omitting displaying at least some of the images in the non-selection procedure, and, when a level different from the specific level is selected, display the images such that the time required for displaying the images in the non-selection procedure is shorter than the time required for displaying the same images in the normal mode. In this way, when the specific level is selected, the display of at least some of the images in the non-selection procedure is omitted. Therefore, it is possible to meet the needs of users who are not satisfied with the effect of shortening the time required for levels other than the specific level, but who wish to be involved in selection in the selection procedure.
[0181] The mode selection means may be capable of changing the level during the training period, thereby making it possible to select an appropriate level in response to changes in circumstances such as the progress of the character during the training period.
[0182] Each of a plurality of types of parameters associated with the object may be set as the target parameter, and when the skip mode is selected, the growth control means may calculate the growth result by differentiating the amount of change in the value of the target parameter during the growth period. By varying the amount of change in the value of the target parameter, it is possible to provide more variety or flexibility to the growth result when the skip mode is selected compared to when a uniform change is applied.
[0183] The mode selection means may further function as priority selection means (21, S103) for selecting priority parameters from the target parameters when the skip mode is selected, and the growth control means may calculate the growth results so that, when the skip mode is selected, the value of the priority parameter changes relatively more in the growth direction than other target parameters. By appropriately selecting priority parameters, some target parameters can be preferentially changed more in the growth direction than other target parameters. This makes it possible to produce differences in the growth results depending on the selection of priority parameters.
[0184] The growth control means may generate an opportunity for the object to acquire a skill that will produce a predetermined effect in the growth, and when the normal mode is selected, the object may acquire the skill in accordance with a user's instruction, and when the skip mode is selected, the object may acquire the skill without receiving any instruction from the user. In this way, when the skip mode is selected, it is possible to automatically process the acquisition of the skill in addition to the change in the target parameter.
[0185] [Second Reference Example] In conventional games, the user is required to perform various operations in the process of raising an object to be raised. For example, various operations occur before the object to be raised are completed, such as operations related to the behavior of the object to be raised or selections in various events that occur during the raising, or operations for associating the raising results with changes in the parameter values of the object. Therefore, users who want to play the game casually may find the effort required for at least some of the operations to be a significant burden. On the other hand, taking the time to raise an object can be an element that increases the interest of the game. Therefore, some users may want to fully enjoy the fun of raising an object, even if it requires effort.
[0186] Therefore, the second reference example aims to provide a computer program for a game or the like that allows options to be provided regarding the operational burden on the user that may arise during the training process.
[0187] A computer program (Pg) according to one aspect of the second reference example is a computer program for a game that causes a computer (10) to function so as to provide a game in which, when at least one type of parameter associated with an object (Ct) to be raised is set as a target parameter, the value of the target parameter is changed in accordance with the action of the object, thereby progressing the raising of the object to be raised. The computer is configured to operate mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one mode from a plurality of modes prepared as options for the progress of the raising, including a normal mode and a simplified mode. ), a target setting means (21, S106 to S109, S113, S181 to S188) for setting a target value for the target parameter, and a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224, S241 to S246) for, when the normal mode is selected, progressing the development based on the operation of the user of the game, and, when the simplified mode is selected, progressing the development without requiring at least some specific operations of the user in the normal mode, and for ending the simplified mode when an ending condition set in association with the target value is satisfied.
[0188] A game system (1) according to one aspect of the second reference example is a game system including a computer (10) that functions to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of the target parameter according to the action of the object when at least one type of parameter associated with the object to be raised is set as a target parameter, and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a simplified mode, that are prepared as options for the progress of the raising, It is configured to function as a target setting means (21, S106 to S109, S113, S181 to S188) that sets target values for parameters, and a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224, S241 to S246) that, when the normal mode is selected, progresses the development based on the user's operations of the game, and, when the simplified mode is selected, progresses the development without requiring at least some of the specific operations of the user in the normal mode, and ends the simplified mode when a termination condition set in association with the target value is satisfied.
[0189] A control method according to one aspect of the second reference example is a control method for a game that causes a computer (10) to function so as to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of the target parameter in response to the action of the object when at least one type of parameter associated with the object to be raised is set as a target parameter, and the computer is configured to include mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a simplified mode, that are prepared as options for the progress of the raising; and a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224, S241 to S246) which, when the normal mode is selected, progresses the development based on the operation of the user of the game, and, when the simplified mode is selected, progresses the development without requiring at least some of the specific operations of the user in the normal mode, and which ends the simplified mode when a termination condition set in association with the target value is satisfied.
[0190] According to the above aspects of the second reference example, when the simplified mode is selected, the value of the target parameter changes toward the target value while the user's specific operation in the normal mode is not required. The simplified mode ends when the termination condition associated with the target value is satisfied. By making the specific operation that may be performed during the training process in the normal mode unnecessary in the simplified mode, the burden of the specific operation can be reduced until the termination condition associated with the target value is satisfied. In other words, a new mode can be added that aims to reduce the burden by making the specific operation unnecessary by setting a target value. This makes it possible to provide options regarding the user's operational burden that may arise during the training process.
[0191] The computer program according to one aspect of the second reference example may be provided in a state stored in a storage medium. By using this storage medium, the system of the present invention can be realized by installing and executing the computer program on a computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0192] In the above-described aspect of the second reference example, the following features can be further added. Note that the following various features may be applied in appropriate combinations as long as they are not mutually contradictory.
[0193] The specific operation may include an operation for associating the behavior of the object with a change in the value of the target parameter, thereby reducing the effort required for an operation to change the value of the target parameter.
[0194] The specific operation may include an operation of selecting an option associated with the behavior of the object, thereby reducing the effort of an operation that may be performed to select an option associated with the behavior of the object.
[0195] The goal setting means may be configured to enable resetting of the target value after the start of the training, thereby enabling the target value to be appropriately reviewed as the training progresses by resetting the target value in response to changes in circumstances after the start of the training.
[0196] The termination condition may be set so that at least a part of the termination condition is satisfied when the value of the target parameter reaches the target value, thereby enabling application of the simplified mode in such a manner that whether or not the value of the target parameter reaches the target value is correlated with whether or not the simplified mode should be terminated.
[0197] Each of a plurality of types of parameters associated with the object may be set as the target parameter, the target setting means may be capable of setting the target value for at least two types of target parameters, and the termination condition may be set so that at least a part of the termination condition is satisfied when the value of at least one type of target parameter reaches the target value. In this way, the simplification mode can be applied by relating whether or not the value of at least one type of target parameter has reached the target value to whether or not to terminate the simplification mode.
[0198] Each of a plurality of types of parameters associated with the object is set as the target parameter, and the growth control means further functions as an intermediate value generating means (22, S206, S222) that generates an intermediate value according to the action of the object and an allocating means (22, S242, S243) that changes the target parameter by allocating the intermediate value to at least some of the plurality of types of target parameters, and the specific operation includes an allocating operation that instructs the allocation of the intermediate value to the target parameter, and the allocating means may allocate the intermediate value in accordance with the allocating operation when the normal mode is selected, and allocate the intermediate value without the need for the allocating operation when the simplified mode is selected. In this way, when the simplified mode is selected, the operation of allocating the intermediate value to the target parameter is unnecessary, thereby reducing the effort required for the operation.
[0199] When the simplified mode is selected, the allocating means may allocate the intermediate value to the target parameters such that the target parameters for which the target values are set have priority over the target parameters for which the target values are not set. This allows the target parameters for which target values are set to be preferentially allocated the intermediate value, thereby enabling the target values to be reached more quickly.
[0200] When the simplified mode is selected, the allocating means may allocate the intermediate value such that, among the target parameters for which the target values are set, target parameters whose change in the growth direction is relatively slower are given priority over target parameters whose change in the growth direction is relatively faster. In this way, the intermediate value is preferentially allocated to target parameters whose change toward the target value is relatively slower, thereby accelerating the change.
[0201] The development control means may further function as an action selection means (22, S147) for selecting, in accordance with the user's operation, options associated with the object's actions and having differentiated mediation values generated by the mediation value generation means, and a recommendation means (22, S145) for presenting to the user options of actions that will relatively increase the mediation value as recommended options. In this way, by presenting to the user options that can generate a larger mediation value, it is possible to provide the user with a guide for efficiently progressing development.
[0202] 1 Game system 3 User device 4 Game server 10 Control unit (computer) 21 Game setting unit 22 Game control unit 100 Character selection screen 110 Final confirmation screen 120 Play setting screen 130 Home screen 140 Auto setting screen 150 Action selection screen 160 Presentation screen 170 Selection screen 180 Ability improvement screen 190 Skip result screen 200 Training result screen 210 Skill acquisition screen Ct Target character Pg Game program
Claims
1. A computer program for a game that causes a computer to function to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised according to the behavior of the object during a specified training period, when the target parameter is at least one type of parameter associated with the object to be raised, wherein the computer program is configured to cause the computer to function as: a mode selection means that can select a specific mode as one of the options for the progression of the training; and training control means that progresses the training according to a progression procedure that is set with respect to interaction with a user of the game, the progression procedure including a selection procedure for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure for displaying images associated with the training and that do not require selection based on an instruction from the user, and when the specific mode is selected, progresses the training by omitting the display of at least some of the images in the non-selection procedure.
2. A computer program according to claim 1, wherein said development control means, when said specific mode is selected, executes at least a part of said selection procedure without skipping any steps, thereby progressing said development.
3. The computer program according to claim 1 or 2, wherein the mode selection means selects the specific mode based on an instruction from the user.
4. A computer program according to claim 1 or 2, wherein the mode selection means is capable of selecting the specific mode during the training period.
5. The computer program of claim 1, wherein the mode selection means is capable of selecting one of a plurality of modes provided as options for the progression of the training, including a normal mode and a shortened mode; the training control means, when the normal mode is selected, progresses the training in accordance with the progression procedure, and when the shortened mode is selected, progresses the training such that the time required for the progression procedure is shortened compared to the normal mode; and the mode selection means is capable of selecting the specific mode as one of the options in the shortened mode.
6. A computer program as described in claim 5, wherein the mode selection means is capable of selecting one of a plurality of levels differing in the degree of reduction in the required time as an option for the shortened mode, and is capable of selecting a specific level included in the plurality of levels as the specific mode.
7. A computer program as described in claim 6, wherein, when a level different from the specific level is selected, the development control means displays the image in such a way that the time required for displaying the image in the non-selection procedure is reduced below the time required for displaying the same image in the normal mode.
8. A game system including a computer that functions to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised as a target parameter in response to the behavior of the object during a specified training period, wherein the computer is configured to function as: a mode selection means that can select a specific mode as one of the options for the progression of the training; and a training control means that progresses the training according to a progression procedure that is set in relation to interaction with a user of the game, the progression procedure including a selection procedure for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure for displaying images associated with the training and that do not require selection based on an instruction from the user, and when the specific mode is selected, progresses the training by omitting the display of at least some of the images in the non-selection procedure.
9. A game control method which causes a computer to function so as to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised as a target parameter in response to the behavior of the object during a specified training period, wherein the computer functions as: a mode selection means which can select a specific mode as one of the options for the progression of the training; and a training control means which progresses the training according to a progression procedure which is set in relation to interaction with a user of the game, the progression procedure including a selection procedure for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure for displaying images associated with the training and which do not require selection based on an instruction from the user, and which, when the specific mode is selected, progresses the training by omitting the display of at least some of the images in the non-selection procedure.
Citation Information
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