Game system, method, and program
The game system enhances strategic depth in battle games by enabling players to manage and select from multiple effects using first and second data, addressing the lack of strategic depth in existing battle games.
Patent Information
- Application Number
- PCT/JP2024/044741
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-10
- Filing Date
- 2024-12-18
- Publication Date
- 2025-07-17
AI Technical Summary
Existing battle games lack strategic depth in the use of special commands, relying on trial and error without a systematic approach.
A game system that incorporates first and second data to grant users the right to execute processes with predetermined effects on battle processes, allowing strategic selection and management of these effects, including the ability to revert the granted rights after use.
Enhances strategic nature in battle games by allowing players to strategically manage and select from multiple effects, improving gameplay experience.
Smart Images

Figure JP2024044741_17072025_PF_FP_ABST
Abstract
Description
Game system, method, and program
[0001] The present invention relates to a game system, a method, and a program.
[0002] Non-Patent Document 1 describes a game in which a game medium is used to play battles, and multiple types of special commands can be used up to a predetermined upper limit for each battle. In this game, the upper limit is set for each battle.
[0003] Strategy Encyclopedia: A Thorough Explanation of Pokémon SV Terra Raid Specifications | All Information Including Behavior Patterns and Rewards [Scarlet Violet], [online], [Retrieved December 15, 2023], Internet <URL: https: / / gamepedia.jp / pokemon-sv / archives / 19614>
[0004] However, in the game of Non-Patent Document 1, the types of special commands that can be used are fixed, and players have no choice but to use a trial-and-error method to determine which special command to use and when. Therefore, there is room for improvement in terms of the strategy of the special commands in the above-mentioned game.
[0005] One aspect of the present invention aims to realize a technology that enhances the strategic nature of competitive games.
[0006] In order to solve the above problem, one aspect of the present invention provides a game system that progresses a game including a battle process using a battle game medium, wherein the battle game medium is associated with first data used in the battle process and second data used to grant a user the right to execute a first process that applies a predetermined first effect to the battle process, and the game system includes: a battle processing unit that executes the battle process using the first data associated with the battle game medium; a right granting unit that grants the right to the user using the second data associated with the battle game medium; and a first processing unit that executes the first process corresponding to the right in response to an instruction from the user, wherein the first processing unit executes the battle process in a state in which the first effect corresponding to the right has been applied, and then further executes processing to return to a state in which at least some of the rights have not been granted.
[0007] In order to solve the above problem, one aspect of the present invention provides a method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium, wherein the battle game medium is associated with first data used in the battle process and second data used to grant a user the right to execute a first process that applies a predetermined first effect to the battle process, and the method includes: a battle processing step that executes the battle process using the first data associated with the battle game medium; a right granting step that grants the right to the user using the second data associated with the battle game medium; and a first processing step that executes the first process corresponding to the right in accordance with an instruction from the user, wherein the first processing step executes the battle process in a state in which the first effect corresponding to the right has been applied, and then further executes a process that returns to a state in which at least some of the rights have not been granted.
[0008] In order to solve the above problem, one aspect of the present invention provides a program that causes one or more computers included in a game system that progresses a game including a battle process using a battle game medium, the battle game medium being associated with first data used in the battle process and second data used to grant a user the right to execute a first process that applies a predetermined first effect to the battle process, to execute a battle processing step of executing the battle process using the first data associated with the battle game medium, a right granting step of granting the right to the user using the second data associated with the battle game medium, and a first processing step of executing the first process corresponding to the right in accordance with an instruction from the user, wherein in the first processing step, the battle process is executed with the first effect corresponding to the right applied, and then a process of returning to a state in which at least some of the rights are not granted is further executed.
[0009] According to one aspect of the present invention, it is possible to further improve the strategic nature of a competitive game.
[0010] FIG. 1 is a block diagram showing an example of the configuration of a game system according to one embodiment of the present invention. FIG. 2 is a block diagram showing the functional configuration of a game system according to one embodiment of the present invention. FIG. 3 is a diagram showing a schematic overview of a baseball game according to one embodiment of the present invention. FIG. 4 is a diagram showing an example of player character information and a player character screen according to one embodiment of the present invention. FIG. 5 is a diagram showing a schematic illustration of the strengthening association of player characters according to one embodiment of the present invention. FIG. 6 is a diagram showing an example of manager character information and a manager character screen according to one embodiment of the present invention. FIG. 7 is a diagram showing an example of coach character information and a coach character screen according to one embodiment of the present invention. FIG. 8 is a diagram showing an example of secretary character information and a secretary character screen according to one embodiment of the present invention. FIG. 9 is a diagram showing an example of a team formation screen according to one embodiment of the present invention. FIG. 10 is a diagram showing an example of a training screen according to one embodiment of the present invention. FIG. 11 is a diagram showing an example of a job request screen according to one embodiment of the present invention. FIG. 12 is a diagram showing an example of a facility creation screen according to one embodiment of the present invention. FIG. 13 is a diagram showing a schematic explanation of the configuration of a match event according to one embodiment of the present invention. FIG. 14 is a flow chart showing the flow of a method executed by a game system according to one embodiment of the present invention.
[0011] [Embodiment 1] A game system 1 according to this embodiment will be described in detail below. The game system 1 is a system for progressing a game including a battle process using a battle game medium. Hereinafter, a game including the battle process will also be referred to as a battle game. A battle game may be played between multiple users, or between a user and a computer.
[0012] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of the game system 1. As shown in FIG. 1, the game system 1 includes game terminals 10-1, 10-2, and so on, and a server 30. When there is no need to distinguish between the game terminals 10-1, 10-2, and so on, each will be simply referred to as a game terminal 10. These devices are communicatively connected via a network NW. The network NW includes, for example, the Internet, but is not limited to this. While FIG. 1 shows two game terminals 10, the game system 1 may include one game terminal 10 or three or more game terminals 10. Furthermore, while FIG. 1 shows one server 30, the game system 1 may include multiple servers 30. One or more game terminals 10 and the server 30 cooperate with each other to execute a game program, thereby progressing a competitive game. The game system 1 according to one aspect of the present invention does not necessarily include a server 30 and can be modified to include at least one game terminal 10. The at least one game terminal 10 does not necessarily have the function of communicating with the server 30. For example, the at least one game terminal 10 may use pre-assigned player characters and manager characters to progress a competitive game between the user using the game terminal 10 and a computer.
[0013] (Hardware Configuration of Game Terminal 10) The game terminal 10 is a terminal used by a user to play a competitive game. Examples of the game terminal 10 include, but are not limited to, a home game console, a personal computer, a smartphone, a tablet, a smart TV, or a commercial game console. As shown in FIG. 1 , for example, the game terminal 10 includes a processor 11, a memory 12, a communication interface 13, an input device 14, a display device 15, and an audio output device 16. These components are connected via a bus 19.
[0014] The processor 11 controls each part of the game terminal 10 by executing a program stored in the memory 12. The processor 11 is configured by an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), for example.
[0015] The memory 12 stores programs executed by the processor 11 and various data used by the processor 11. The memory 12 may be configured, for example, with a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read-only memory (ROM), a random access memory (RAM), or a combination thereof. Note that part or all of the memory 12 need not necessarily be built into the game terminal 10, but may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, part or all of the memory 12 may be connected to the game terminal 10 via a network as a device independent of the game terminal 10.
[0016] The communication interface 13 is an interface for connecting to the network NW, and is configured by, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0017] The input device 14 is a device that accepts user operations and is configured, for example, by a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for progressing through the competitive game and is configured, for example, by a display. The input device 14 and the display device 15 may be separate devices, or at least a portion of the input device 14 may be integrated with the display device 15 as a touch panel or the like. The audio output device 16 is a device that outputs audio and is configured, for example, by a speaker, headphones, or a combination of these. Some or all of the input device 14, the display device 15, and the audio output device 16 are not necessarily built into the game terminal 10, but may be externally connected as peripheral devices.
[0018] (Hardware Configuration of Server 30) The server 30 is a computer capable of communicating with the game terminal 10. As shown in Fig. 1 , the server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, the memory 32, and the communication interface 33 will be described in the same manner as the components of the same name provided in the game terminal 10, and therefore detailed description thereof will not be repeated.
[0019] (Functional Configuration of Game System 1) FIG. 2 is a block diagram showing the functional configuration of game system 1. As shown in FIG. 2, game system 1 includes control unit 110 and storage unit 130. Control unit 110 is realized by one or both of processor 11 of game terminal 10 and processor 31 of server 30 executing a game program. In other words, processor 11 of game terminal 10 executes a game program stored in memory 12, thereby realizing at least a portion of the functions of control unit 110 while cooperating with server 30 as necessary. Furthermore, processor 31 of server 30 executes a game program stored in memory 32, thereby realizing at least a portion of the functions of control unit 110 while cooperating with game terminal 10 as necessary. Storage unit 130 is composed of memory 12 of game terminal 10 and memory 32 of server 30.
[0020] As shown in FIG. 2 , the control unit 110 includes a battle processing unit 111, a rights granting unit 112, a first processing unit 113, a creation processing unit 114, a data identification unit 115, and a second data granting unit 116. In the following description, these functional blocks are assumed to be located in the game terminal 10. However, at least one of these functional blocks may be located in the server 30. Furthermore, at least one of these functional blocks may be distributed between the game terminal 10 and the server 30. The storage unit 130 stores information indicating the battle game media, the first data, and the second data. Some or all of this information may be stored in the memory 12 of the game terminal 10, in the memory 32 of the server 30, or distributed between the memory 12 and the memory 32.
[0021] The battle processing unit 111 executes the battle process using first data associated with the battle game medium. Here, the battle game medium is associated with the first data used in the battle process and second data used to grant the user the right to execute the first process that applies a predetermined first effect to the battle process.
[0022] Here, "game media" refers to media used in the progression of a game. Specific examples of game media include game objects such as characters, such as baseball players, that appear in the game, or character cards corresponding to the characters, various items used in the game (for example, items that exert a predetermined effect when equipped to a character or used on a team), in-game value, and media possessed by a user that is separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal is recorded).
[0023] Furthermore, for example, the game content is a unit that can be possessed by a user. The possessable unit is, for example, the smallest unit when consuming or acquiring.
[0024] In-game value is the value required to exchange for game content or services (such as participating in a lottery), and examples include in-game currency, points to exchange for items, etc. Game content may be associated with non-fungible tokens that are managed by holders on a blockchain.
[0025] Furthermore, "battle game media" refers to game media used in a battle. "First data" refers to data used in the battle process. "Second data" refers to data used to grant a user the right to execute a first process that exerts a first effect. The battle game media may be, for example, a single character or a team consisting of multiple characters.
[0026] For example, if the battle game medium is a team consisting of multiple characters, the first data is data representing each individual character used in the battle. Each individual character is a game medium that can be acquired or consumed independently. In this manner, if the battle game medium includes multiple game media, the first data may be data representing the game media. For example, if the battle game medium is a baseball team, the characters representing each player may be individual game media, and in this case, the first data is data representing each individual game medium. Hereinafter, data representing game media as one aspect of the first data may be simply referred to as "first game media." Furthermore, characters representing players are also referred to as player characters.
[0027] Furthermore, for example, if the battle game medium is a single character, the first data is a parameter associated with the character that is used in the battle. For example, if the battle is baseball, the first data includes parameters (hereinafter also referred to as "ability parameters") that indicate the strength (level of ability) associated with each player character. Fielder and pitcher characters are associated with ability parameters related to various abilities (for example, power, hitting, running ability, arm strength, defensive ability, pitch speed, control, curveballs, etc.).
[0028] The second data may be in any form as long as it is data that can be used to grant the user the right to execute the first process, and in this embodiment, for example, it is "funds" as described later.
[0029] The second data may be used directly or indirectly to grant the user the right to execute the first process. For example, the second data may be in the form of "funds" that can be consumed to acquire an item that is one aspect of the right, or the second data may be in the form of "number of fans" that can grant points based on the number of fans and can be consumed to acquire the item.
[0030] Furthermore, the second data itself may or may not be used in the match processing. For example, funds described below may be used directly in the match (baseball game) in some way, other than for granting the user the right to execute the first process.
[0031] For example, the ability parameter of the player character may be increased or decreased based on the second data. More specifically, the second data may be data indicating the number of fans of the team, and the ability parameter of the player character may be increased or decreased based on the number of fans.
[0032] A "first effect" is a predetermined effect that is exerted on the battle processing, and a "first processing" is processing that exerts the first effect. The first effect may be an effect that is advantageous to the progress of the game, an effect that is disadvantageous to the progress of the game, or an effect that is neither advantageous nor disadvantageous. An "effect that is advantageous to the progress of the game" is an effect that makes it easier to achieve an objective in the progress of the game, and examples include an effect related to the battle, such as making it easier to win the battle, and an effect related to the progress of the game other than the battle.
[0033] Examples of the "first processing" include, for example, processing to improve the capabilities of game media such as a player character of a teammate used in a match, or processing to lower the capabilities of game media such as an opponent's player character, in order to obtain an "effect advantageous to the progress of the game." Note that, hereinafter, game media such as a player character, manager character, etc. will be simply referred to as a "player character," a "manager character," etc.
[0034] A specific example of a process for improving the capabilities of a game medium is to increase or decrease a parameter associated with the game medium so that it becomes easier to win. A parameter that increases the likelihood of winning the higher it is may be increased, and a parameter that decreases the likelihood of winning the lower it is may be decreased. Examples of parameters that increase the likelihood of winning the higher it is include ability parameters associated with each player character. Examples of parameters that increase the likelihood of winning the lower it is include fatigue level.
[0035] Another example of the "first process" is a process in which a parameter is a composite of multiple parameters, and if the degree of victory varies depending on the magnitude of the parameter, the parameter is increased or decreased to facilitate victory. Examples of such parameters include a parameter representing the sum of multiple parameters of a certain first game medium (such as a star rating in an embodiment), a parameter that comprehensively evaluates the abilities of multiple first game media, and the like. Another example is a parameter that is set independently of the abilities of a player character and the skills associated with the player character (hereinafter also referred to as "player skills") and that exerts an advantageous or disadvantageous effect depending on the result of a comparison with an opponent (such as fan power in an embodiment of the present application). For example, the parameter may be used to increase the ability parameter of a teammate's player character, decrease the ability parameter of an opponent's player character, or both, depending on the result of a comparison with the opponent's parameter during a match. For example, if the parameter is higher than the opponent's, the ability parameter is increased, and if the parameter is lower than the opponent's, the ability parameter is decreased.
[0036] Another example of the "first process" is a process of changing a part of the first data of an opponent to the first data of a teammate. For example, if the second data is in-game value such as funds, the first process may be a process of consuming the in-game value to purchase a player character of the opponent team to become a player character of the teammate.
[0037] Furthermore, if the "effect advantageous to the progress of the game" is an effect other than an effect on the match itself (e.g., an effect that affects the match result), then, for example, the effect may be an increase in the score and / or reward, etc., related to the match that is given to the user. That is, in this case, the first process is a process of increasing the score, reward, etc., given to the user. Examples of scores related to a match include a score obtained based on the result of one match, a set score (the sum of the scores of multiple matches), etc. Furthermore, examples of rewards related to a match include a reward based on a single match, a reward based on multiple matches, etc. Examples of rewards based on multiple matches include a reward based on the final ranking of a match event, which will be described later.
[0038] Multiple types of "first effects" may be prepared, and the user may select from the multiple first effects by exercising the right. The first effect may also be a combination of some or all of the multiple types of effects. However, the first effect is not limited to the above-mentioned examples.
[0039] Furthermore, the aforementioned "effect that is neither advantageous nor disadvantageous" may be, for example, an effect that allows the venue where the match will be held to be changed. The venue is a baseball stadium if the match is baseball. The user may change the stadium to one of their own preference, or may change the stadium to one of a desired size depending on the abilities of the player character. Note that an effect that increases or decreases the first data may be associated with the venue. Furthermore, an ability that indicates compatibility with the venue (e.g., "power up at stadium A") may be associated with the player character. As a result, the effect of changing the venue may be an advantageous effect and / or an adverse effect on the progress of the game.
[0040] The first effect may include both advantageous and disadvantageous effects on the progress of the game. For example, the first effect may be an effect that provides a more advantageous effect in exchange for also providing an adverse effect.
[0041] The "right to execute a first process" is a right that, when exercised, allows the first process to be executed. An example of the right to execute a first process is a game medium such as an item that, when used, allows the first process to be executed. Another example is allowing the user to operate a controller that accepts instructions to execute the first process. For example, on a screen that displays a command that can instruct the first process, if the user is granted the right to execute the first process, the command may be executable.
[0042] If the second data is in-game value such as funds, a predetermined amount of the in-game value may be consumed in exchange for granting the user the right to execute the first process.
[0043] The right granting unit 112 grants the user the right to execute a first process using second data associated with the battle game medium. The first processing unit 113 executes the first process corresponding to the right to execute the first process in response to a user instruction. After executing a battle process in which a first effect corresponding to the right is applied, the first processing unit 113 further executes a process to return to a state in which at least some of the rights are not granted. This allows the user to select whether or not to acquire the right to execute the first process for the battle process, thereby improving the strategic nature of the game. Furthermore, in a configuration in which there are multiple types of first effects, the right to acquire can be selected according to the desired first effect, thereby further improving the strategic nature of the game. The "process to return to a state in which at least some of the rights are not granted" includes (1) a process to return to a state in which the second data is not used (e.g., the rights have not been consumed to grant the rights), (2) a process to return to a state in which the second data is not used and the first process corresponding to the rights is not executed, etc.
[0044] Furthermore, the first processing unit 113 may execute the first process before starting a battle process on a target to which the first effect is to be applied, and apply the first effect in the battle process. This allows the first effect to be determined before the battle.
[0045] The first processing unit 113 may further execute a process of applying the first effect to at least some of the battle processes specified by the user among a predetermined number of battle processes, and returning at least some of the rights to execute the first processes to a state where they are not granted before the next plurality of battle processes are executed. This allows the first effect to be obtained each time a plurality of battle processes are executed, thereby further enhancing the strategic nature of the game. In a configuration in which multiple types of first effects are set, the right to obtain the desired first effect can be newly selected and executed each time a plurality of battle processes are executed, thereby further enhancing the strategic nature of the game. Furthermore, for example, if the progress of the game is affected by, for example, providing some kind of reward not only based on the results of individual battles but also based on the results of a predetermined plurality of battles, the impact on the progress of the game changes depending on which battles the first process is executed on, thereby further enhancing the strategic nature of the game.
[0046] The creation processing unit 114 executes a creation process to create a battle game medium. The data identification unit 115 executes a process to identify first data and second data to be associated with the battle game medium according to the execution result of the creation process. This allows game medium to be used in a battle, further improving the strategic nature of the game.
[0047] Here, the creation process refers to a process of creating a competitive game medium. For example, when the competition is a sport such as baseball, the creation process may involve training player characters that make up a team, which is the competitive game medium. In addition, when the competitive game medium is a single player character, one aspect of the creation process is training ability parameters associated with the player character as first data.
[0048] The second data providing unit 116 provides the second data to the user at least before the creation process is completed. In this case, the creation process may include a second process that uses the second data to exert a predetermined second effect on the creation of the battle game media in the creation process. This allows the second data to be used in the creation of the battle game media, further improving the strategic nature of the game.
[0049] Here, the "second effect" refers to an effect exerted on the creation of the battle game media in the creation process. The "second processing" refers to processing that exerts the second effect. Examples of the second effect include an effect of increasing ability parameters associated with the battle game media being created using the second data, an effect of supporting the increase of ability parameters (e.g., increasing the amount of increase when playing a game that increases ability parameters even if the play result is the same), etc. In addition, in this aspect, if the second data is in-game value, the ability parameters may be increased by consuming the in-game value, or the in-game value may be consumed to play a game other than the battle, and the ability parameters may be increased depending on the results of the game.
[0050] The second data may include an in-game value, and the first process may be a process of granting effect game content associated with the first effect to a user playing the game in exchange for consuming the in-game value. This increases the strategic nature of use of the second data, since there is a restriction that the in-game value, which is the second data, is consumed when used.
[0051] <Competitive Game> An embodiment of a competitive game in which the game system 1 is used will be described. The competitive game in which the game system 1 is used can be any of a variety of games in which users compete against each other or between a user and a computer, such as sports games, combat games, and fighting games. An embodiment in which a baseball game is used as the competitive game will be described below. In this embodiment, a baseball team consisting of multiple characters is used as a specific example of the competitive game medium. Player characters and manager characters constituting the baseball team are used as specific examples of the first data. Funds associated with the team are used as a specific example of the second data. The competitive process in this embodiment is a process in which a team organized by a user competes against another team in a baseball game simulation, and the competition is also referred to as a game. The other team may be a team organized by another user, or a team organized by a computer.
[0052] FIG. 3 is a diagram illustrating a schematic overview of a baseball game according to this embodiment. As shown in FIG. 3 , the baseball game includes a training part and a competition part. The baseball game also includes a scouting function for acquiring player characters and the like to be used in the training part. The baseball game also includes a town-building function for creating a "town" that influences the training part. The training part is a mode in which a player organizes a team using player characters and manager characters used in games, as well as coach characters and secretary characters, and strengthens the team by managing the team (such as by raising operating funds and / or giving training instructions to the player characters). The competition part is a mode in which the team created in the training part is used to play against other users' teams. Note that this embodiment describes a mode in which player characters that make up a team are developed through team management, but the training part is not limited to this mode. For example, the training part may also be a mode in which player characters acquired through the scouting function are individually developed before being assigned to a team.
[0053] In the training part, a process for training a player character (an example of a creation process) is executed. Also, in the training part, a management command for strengthening the team by consuming funds (an example of a second process) is executed. The funds consumed to execute the management command are granted to the user in the training part (an example of a second data grant process). For example, the funds may be granted to the user at the start of the training part, or a game for acquiring funds may be executed in the training part. The game for acquiring funds may be part of the game for executing the management command, or may be a separate game independent of the management command.
[0054] In the battle part, a battle process is executed by the battle processing unit 111. In the battle part, a battle event may be held in which a match is played under special rules. In the battle event, a process (an example of a right granting process) in which an effect item (an example of an effect game medium) is purchased by a user, and a process (an example of a first process) in which the effect item is consumed are executed.
[0055] (Scout Function) The scout function is a so-called gacha for obtaining player characters and the like to be used in the training part. In the scout function, one of a plurality of predetermined player characters is determined based on the probability of being acquired based on a user's operation to execute the gacha, and the determined player character is granted to the user. Player characters are assigned a rarity (rank), and each rarity has a set probability of being acquired in the gacha. The probability of being acquired decreases as the rarity increases. For example, if there are three ranks of rarity, S rank, A rank, and B rank, the probability of being acquired for S rank may be set to 2.5%, the probability of being acquired for A rank to 8.5%, and the probability of being acquired for B rank to 89%. However, the number of rank levels and the numerical values of the probability of being acquired are not limited to these examples. In addition to the regular gacha, there may also be gachas with increased probability of acquiring specific player characters, gachas with limited time periods or execution times, and the like.
[0056] In addition to the player characters granted by the scout function, the training part requires a manager character, a coach character, and a secretary character. In this embodiment, the manager character, the coach character, and the secretary character are not provided by the scout function, but are instead distributed by the operator at the start of the game or granted as a reward for playing the game. However, some or all of the manager character, the coach character, and the secretary character may be provided by the scout function. Furthermore, the player characters may be distributed by the operator or granted as a reward for playing the game. In other words, the manager character, the coach character, the secretary character, and the player character may be provided to the user in any appropriate manner. Furthermore, when no particular distinction is made between the player character, the manager character, the coach character, and the secretary character, they are also simply referred to as "characters." A character granted to a user is also referred to as a character owned by the user. Furthermore, each piece of data included in character information indicating a character is also referred to as data possessed by the character. There may be multiple different characters of the same person (e.g., different versions of the same person). The data held by such different characters of the same person is at least partially different from one another.
[0057] (Player Character) The player character will now be described. The player character is an example of first data used in a match in the battle part. When a player character is assigned to a user by a scout function or the like, player character information indicating the player character is associated with the user and stored in the storage unit 130. Some or all of the player character information may be stored in the memory 12 of the game terminal 10 of the user who owns the player character, or may be stored in the memory 32 of the server 30. Note that player characters may be loanable between users.
[0058] The player characters owned by the user can be used to organize teams for playing the training part and the battle part. Furthermore, the player characters included in the organized team affect the achievement of manager combos in the battle part.
[0059] FIG. 4 shows an example of player character information and a player character screen. The player character information is an example of "information indicating first data" stored in the storage unit 130. The player character information includes data for each item. Changing at least a portion of the data included in the player character information (in other words, the data held by the player character) to be advantageous in a match is also referred to as strengthening the player character (or the player character growing). A player character can be strengthened by performing operations to train the player character in the training part. A player character can also be strengthened outside of the training part.
[0060] The player character screen G1 is a screen on which at least a portion of the data held by a player character can be viewed. The player character screen G1 is displayed on the display device 15 of the game terminal 10 according to the player character information stored in the storage unit 130. In the example of FIG. 4 , the player character screen G1 illustrates an example of a screen displayed when a player character is exceeded (an example of strengthening) outside of the training part. The player character screen G1 includes an area G11 including information indicating an overview of the player character (e.g., appearance, main data held, strengthening status, etc.), an area G12 including data before strengthening, and an area G13 including data after strengthening. The player character screen G1 is not limited to being displayed when the player character is strengthened, and may also be displayed to confirm the data held by the player character. In this case, the player character screen G1 does not need to include the area G12 including data before strengthening, and it is sufficient that the data held at that time is included in the area G13. By viewing the player character screen G1, the user can grasp the data held by their player character.
[0061] A detailed example of the data held by a player character will be described below. As shown in Figure 4, a player character holds data indicating, for example, profile, rank, parameters, player skills, cost, ability type, number of limit breakthroughs, condition, and stamina (fatigue level).
[0062] The profile indicates objective information such as the player character's name, date of birth, dominant hand (turn at bat), etc.
[0063] The rank indicates the rarity of the player character and cannot be changed by the user.
[0064] The parameters indicate the abilities of the player character. For example, the parameters may include multiple types of parameters, such as ability parameters, star ratings, and fan power (also referred to as FP). The ability parameters include information that quantifies the abilities of the player character by category, such as hitting, stamina, and position suitability. The ability parameters may be assigned a rank according to the numerical value of the ability parameter. Furthermore, the ability parameters increase by a predetermined amount each time a predetermined amount of experience points is accumulated. Note that experience points can be acquired through practice in the training part or through certain events. There are also items that directly increase ability parameters (for example, ability-up items, which will be described later).
[0065] The star rating is an index that comprehensively evaluates the ability parameters of a player character and the player skills described below, and is an index that numerically represents the overall ability of a player. For example, if the value of "Meet" included in the ability parameters is 57 (D rank), the star rating is 30 points, and if the player skill is level 3, the star rating is 40 points. The star rating is calculated by adding up points determined according to the ability parameters and player skills possessed. When a player character is strengthened inside or outside the training part, the star rating also changes. The star rating is information used to present the overall ability of a player character to the user. The star ratings of the player characters included in a team are added up to calculate the team's star rating. The team's star rating is information used to present the team's overall ability to the user.
[0066] Fan power is a numerical value set for each player character, independent of abilities and player skills, that influences the situation of the game. Fan power can fluctuate depending on the number of fans, which fluctuates during the development part. Note that the fluctuation in fan power depending on the number of fans may be effective only within the development part or may be carried over to the competition part. Fan power may also fluctuate during a game depending on the manager combo, which will be described later. Fan power is compared to the fan power of the opposing player character facing the player during the game. Note that if the opposing player character is an offensive batter, the opposing player character is the player character of the opposing pitcher at that time. If the opposing player character is a defensive pitcher, the opposing player character is the player character of the opposing batter at that time. If the fan power of the player character is inferior to that of the opposing player character, the ability parameters of the player character will decrease. If the fan power of the player character is superior to that of the opposing player character, the ability parameters of the opposing player character will decrease. Furthermore, fan power may also affect factors not directly related to the game, such as ticket revenue and merchandise revenue in the development part.
[0067] The fan power of a team is calculated by adding up the fan powers of the player characters included in the team. The fan power of a team may fluctuate depending on the manager combo, which will be described later. The fan power of a team affects the development of the game, which will be described later. For example, if the fan power of a team exceeds the fan power of the opposing team, the automatic progression part and / or the action part will progress advantageously. For example, in the automatic progression part, if the fan power exceeds that of the opponent, the probability of scoring increases and the probability of conceding runs decreases. In the action part, if the fan power is higher, the probability of hitting a home run or a hit increases. The fan power of a player character is not limited to affecting the ability parameters, etc., as described above, but may also affect the development of the game. The fan power of a team is not limited to affecting the development of the game, as described above, but may also affect the ability parameters of a player character.
[0068] Player skills are processes that, when activated, have the effect of increasing the abilities of the player character in question or decreasing the abilities of the opponent's player character. Some player skills have activation conditions related to the situation in the match. Each player skill has a level, and as the level increases, the effect also increases.
[0069] The cost is a numerical value set according to the ability and / or rank of the player character. An upper limit may be set on the total cost of a team.
[0070] Ability types affect how a character develops during the training phase. Each type applies a modifier to the amount of experience points gained for each ability parameter.
[0071] The number of limit breaks indicates the number of times a "limit break" has been performed, which increases the level of a parameter or a player skill by consuming a player character with the same name. A limit break can be performed up to five times. A limit break is an example of a process in which a parameter or the effect of an associated player skill is changed to be more advantageous as the game progresses by consuming a specific game medium, such as the player character with the same name. In the example of FIG. 4 , the number "5" attached to the rank "S" in area G11 indicates the number of limit breaks. Furthermore, area G12 containing data before enhancement contains "number of limit breaks 4 / 5," and area G13 containing data after enhancement contains "number of limit breaks 5 / 5." In other words, screen G1 shown in FIG. 4 is an example of a screen displayed when the fifth limit break is performed for this player character.
[0072] Condition is a parameter that influences ability parameters and / or the activation of player skills during a match. There are five stages, ranging from extremely poor to excellent. When the condition is poor, a debuff is applied, and when the condition is good, a buff is applied. When the condition is normal, ability parameters do not change.
[0073] Physical strength (fatigue level) is a parameter that increases or decreases when a player plays in a game. The amount of increase or decrease varies depending on the role in the game (position played) or playing time (number of innings played). A player's abilities decrease depending on the degree to which physical strength decreases, and increase depending on the degree to which physical strength increases.
[0074] Of the above-mentioned data possessed by the player character, leveling up and limit breaking of player skills are performed outside the training part. Other data can be strengthened in the training part. Here, strengthening of the player character outside the training part does not affect the training within the training part.
[0075] FIG. 5 is a diagram schematically illustrating the relationship between strengthening of a player character inside and outside the development part. As shown in FIG. 5, the storage unit 130 stores player character information D1 indicating a certain player character owned by the user. Furthermore, when the user performs an operation to organize a team using the player character to play in the development part, information T1 indicating the team is generated and stored in the storage unit 130. This information T1 includes player character information D1', which is a copy of the player character information D1 at the time the operation to add the player character to the team was performed. When the user performs an operation to train the player character in the development part, the player character information D1' included in the information T1 changes to player character information D2. Furthermore, after performing the operation to add the player character to the team, if the user performs an operation to strengthen the player character outside the development part, the player character information D1 changes to player character information D3. In this case, the change from player character information D1 to D3 outside the development part does not affect the change from player character information D1' to D2 within the development part. Thereafter, when the user performs an operation to organize a team using the player character that has been strengthened outside the development part in order to play a new development part, information T2 indicating the team is generated and stored in the storage unit 130. The information T2 includes player character information D3', which is a copy of player character information D3 indicating the player character at the time of organization. When the user performs an operation to train the player character in the development part, the player character information D3' included in the information T2 changes to player character information D4.
[0076] (Manager Character) The manager character will now be described. The manager character is an example of first data used in a match in the battle part. When a manager character is given to a user as a distribution or reward, manager character information indicating the manager character is associated with the user and stored in the storage unit 130. For example, some or all of the manager character information may be stored in the memory 12 of the game terminal 10 of the user who owns the manager character, or may be stored in the memory 32 of the server 30.
[0077] The manager characters owned by the user can be used to organize teams for playing the training part and the battle part. Furthermore, the manager characters included in the organized team are used to activate manager skills or counter skills in the battle part.
[0078] FIG. 6 shows an example of manager character information and a manager character screen. The manager character information is an example of "information indicating first data" stored in the storage unit 130. The manager character information includes data for each item. Changing at least a portion of the data included in the manager character information (in other words, the data held by the manager character) to be advantageous in the game is also referred to as "strengthening the manager character." In this embodiment, the manager character can be strengthened outside the training part. However, the manager character may also be strengthened within the training part.
[0079] The manager character screen G2 is a screen on which at least a portion of the data held by the manager character can be viewed. The manager character screen G2 is displayed on the display device 15 of the game terminal 10 in accordance with the manager character information stored in the storage unit 130. In the example of FIG. 6 , the manager character screen G2 shows an example of a screen displayed for confirmation within or outside the training part. The manager character screen G2 includes an area G21 containing information indicating an overview of the manager character (e.g., appearance, main data held, etc.) and an area G22 containing the data held. By viewing the manager character screen G2, the user can grasp the data held by their own manager character.
[0080] A detailed example of the data held by the manager character will be described below. As shown in Figure 6, the manager character holds data indicating, for example, the profile, rank, cost, manager combo, manager skill, and counter skill.
[0081] The profile indicates objective information such as the name and date of birth of the director character.
[0082] The rank indicates the rarity of the manager character. For example, five ranks may be set, with D, C, B, A, and S being the lowest rank, but the number of ranks and their names are not limited to this. The higher the rank, the more powerful the manager character. The rank of the manager character can be increased outside of the training part in exchange for consuming an item associated with the user.
[0083] The cost indicates a numerical value set according to the manager character's abilities, etc. An upper limit may be set on the total cost of a team.
[0084] When a manager combo is executed, it has the effect of changing the fan power of the team or the fan power of the player characters. Executing a manager combo is also referred to as achieving the manager combo. A manager combo is achieved when the player characters included in the organized team satisfy the combo conditions. An example of a combo condition is, but is not limited to, that the organized team includes a predetermined number or more player characters whose ability parameters satisfy predetermined conditions.
[0085] It should be noted that one manager character can have multiple manager combos. For example, multiple manager characters of the same rank may have the same number of manager combos, but at least some of the types may be different from each other.
[0086] When executed, manager skills have a beneficial effect on the progress of the game. When a manager skill is executed, it is said that the manager skill is activated. A manager skill becomes active when the number of manager combos achieved reaches a threshold. An activated manager skill is also activated when the activation conditions set for that manager skill are met. The activation conditions are conditions related to the situation in the game.
[0087] It is assumed that one manager character possesses one manager skill. However, one manager character may possess multiple manager skills. One example of the effect of activating a manager skill is that a buff is applied to a player character of the team who is at bat while the manager skill is activated. The effect of the buff may change depending on the number of manager combos achieved (the relationship between the number of achieved combos and the change in effect amount may be common to all manager characters). For example, when the second threshold is greater than the first threshold, the effect of the buff corresponding to the number of manager combos achieved being equal to or greater than the second threshold is greater than the effect of the buff corresponding to the number of manager combos achieved being equal to or greater than the first threshold but less than the second threshold.
[0088] Activating a counter skill has a beneficial effect on the progress of the game. Similar to manager skills, a counter skill becomes active when the number of manager combos achieved reaches or exceeds a threshold. An activated counter skill is also activated when an opponent's manager skill is activated during a match. The threshold number of manager combos achieved for manager skills and counter skills to become active may be the same or different. Each manager character possesses one counter skill. One example of the effect of activating a counter skill is that a debuff is applied to a player character of the opposing team who is at bat while the counter skill is activated. The magnitude of the debuff effect may change depending on the number of manager combos achieved.
[0089] (Coach Character) The coach character will now be described. The coach character is an example of a game medium that has a predetermined effect, such as an advantageous effect, on the progress of the training part. One example of the predetermined effect is the effect of changing the degree of strengthening of a player character. When a coach character is given to a user as a distribution or reward, coach character information indicating the coach character is associated with the user and stored in the storage unit 130. For example, some or all of the coach character information may be stored in the memory 12 of the game terminal 10 of the user who owns the coach character, or may be stored in the memory 32 of the server 30.
[0090] The coach characters possessed by the user can be used to organize a team for playing the development part. The upper limit on the number of coach characters that can be included in a team can vary depending on the level of the facility, which will be described later. Furthermore, the coach characters included in the organized team are used to strengthen the player characters in the development part. Specifically, multiple types of practice menus that can be executed in the development part are prepared, and the coach characters included in the team are temporarily associated with one of the practice menus through a predetermined process (for example, randomly). When a practice menu with which a coach character is associated is executed, a beneficial effect is produced in strengthening the player characters through that practice menu. The association of a coach character with a practice menu is also referred to as "the coach character appearing in the practice menu."
[0091] FIG. 7 is a diagram showing an example of coach character information and a coach character screen. The coach character information includes data for each item. Changing at least a portion of the data included in the coach character information (in other words, the data held by the coach character) to be advantageous in a match is also referred to as strengthening the coach character. In this embodiment, the coach character can be strengthened outside the development part. However, the coach character may also be strengthened within the development part.
[0092] The coach character screen G3 is a screen on which at least a portion of the data held by the coach character can be viewed. The coach character screen G3 is displayed on the display device 15 of the game terminal 10 in accordance with the coach character information stored in the storage unit 130. In the example of FIG. 7 , the coach character screen G3 shows an example of a screen displayed for confirmation within or outside the development part. The coach character screen G3 includes an area G31 containing information indicating an overview of the coach character (e.g., appearance, main data held, etc.) and an area G32 containing the data held. By viewing the coach character screen G3, the user can grasp the data held by their own coach character.
[0093] A detailed example of the data held by the coach character will be described below. As shown in Fig. 7, the coach character holds data indicating, for example, the profile, rank, cost, training type, favorite practice, passion gauge, and special ability.
[0094] The profile indicates objective information such as the coach character's name and date of birth.
[0095] The rank indicates the rarity of the coach character. For example, five ranks may be set, with D, C, B, A, and S being the lowest rank, but the number of ranks and their names are not limited to this. The higher the rank, the more powerful the coach character. The rank of the coach character can be increased outside of the training part in exchange for consuming an item associated with the user.
[0096] The cost indicates a numerical value set according to the ability of the coach character, etc. An upper limit may be set on the total cost of a team.
[0097] The training type indicates a parameter that applies a correction to the growth of the player character in the training part. As the rank of the coach character increases, the effect of the correction also increases.
[0098] The favorite practice is information indicating a practice menu with high practice efficiency. When the coach character appears in a practice menu set as a favorite practice, and the practice menu is executed, the experience points that can be acquired increase.
[0099] The hot-blooded gauge is a numerical value that is added when a practice menu in which the coach character appears is executed. When the numerical value reaches a predetermined value, i.e., when the gauge is full, and a practice menu in which the coach character appears is executed, the effectiveness of the practice menu increases, and a special ability (skill) may be imparted to the player character. Note that when a practice menu is executed with the hot-blooded gauge full, the hot-blooded gauge is reset to its initial value (e.g., zero). As the rank of the coach character increases, it becomes more likely that the "hot-blooded gauge is full (the value of the hot-blooded gauge has reached a predetermined value)." For example, the predetermined value may be smaller the higher the rank of the coach character.
[0100] The special abilities are skills that may be imparted to the player characters when a training menu is executed in which a coach character with a full Passion Gauge appears. As the coach character's rank increases, the number of special abilities possessed by the coach character increases.
[0101] (Secretary Character) The secretary character will now be described. The secretary character is an example of a game medium that has a predetermined effect, such as an advantageous effect, on the progress of the training part. One example of a predetermined effect is an effect on the results of executing a management command. When a secretary character is given to a user as a distribution or reward, secretary character information indicating the secretary character is associated with the user and stored in the storage unit 130. For example, some or all of the secretary character information may be stored in the memory 12 of the game terminal 10 of the user who owns the secretary character, or may be stored in the memory 32 of the server 30.
[0102] The secretary characters possessed by the user can be used to organize a team for playing the training part. The upper limit on the number of secretary characters that can be included in a team can vary depending on the level of the facility, which will be described later. In addition, the secretary characters included in the organized team are used to execute management commands in the training part. Specifically, the management command may be executed by a user operation that requests one of the secretary characters included in the team to perform a "job" that indicates the management command.
[0103] FIG. 8 is a diagram showing an example of secretary character information and a secretary character screen. The secretary character information includes data for each item. Changing at least a portion of the data included in the secretary character information (in other words, the data held by the secretary character) to be advantageous in the match is also referred to as strengthening the secretary character. In this embodiment, the secretary character can be strengthened outside the training part. However, the secretary character may also be strengthened within the training part.
[0104] The secretary character screen G4 is a screen on which at least a portion of the data held by the secretary character can be viewed. The secretary character screen G4 is displayed on the display device 15 of the game terminal 10 according to the secretary character information stored in the storage unit 130. In the example of FIG. 8, the secretary character screen G4 shows an example of a screen displayed for confirmation within or outside the training part. The secretary character screen G4 includes an area G41 containing information indicating an overview of the secretary character (e.g., appearance, main data held, etc.) and an area G42 containing the data held. By viewing the secretary character screen G4, the user can grasp the data held by their own secretary character.
[0105] A detailed example of data held by a secretary character will be described below. As shown in Fig. 8, the secretary character holds data indicating, for example, profile, rank, cost, personality, secretary ability, secretary skill, unique management command, and secretary stamina.
[0106] The profile indicates objective information such as the secretary character's name and date of birth.
[0107] The rank indicates the rarity of the secretary character. For example, five ranks may be set, with D, C, B, A, and S being the lowest rank, but the number of ranks and their names are not limited to this. The higher the rank, the more powerful the secretary character. The rank of the secretary character can be increased outside of the training part in exchange for consuming items associated with the user.
[0108] The cost is a numerical value set according to the abilities of the secretary character. There may be an upper limit on the total cost of a team.
[0109] Personality indicates a parameter that applies corrections to the results of management commands (e.g., success rate, reward, etc.). The object of the correction varies depending on the personality. Furthermore, secretary characters of the same person with different personalities are treated as different game media. In this case, multiple secretary characters of the same person with different personalities may have different data such as secretary abilities. Furthermore, multiple secretary characters of the same person with different personalities will grow independently through strengthening. However, it is not possible to include secretary characters of the same person in the same team.
[0110] Secretary ability indicates the basic abilities of the secretary character, and includes planning ability, production ability, and implementation ability. Planning ability is an ability that affects the success rate of contract-related jobs. Production ability is an ability that affects the success rate of fan service-related jobs. Implementation ability is an ability that affects the success rate of training equipment-related jobs.
[0111] The secretary skill indicates a special ability that operates within the management command. The secretary skill is a so-called passive skill that operates without requiring user operation by organizing the secretary character into a team.
[0112] The unique management commands are data that only some secretary characters have, and may differ for each secretary character. The unique management commands indicate management commands that are more effective than normal management commands.
[0113] Secretary stamina is a parameter consumed when the secretary character performs work. Even if stamina reaches zero, it is still possible to perform work. However, the lower the stamina, the lower the success rate of the work.
[0114] (Outline of the Development Part) The development part can be played using the player characters, manager character, coach character, and secretary character described above. An outline of the development part will be described.
[0115] The development part is a part in which a team made up of player characters, a manager character, a coach character, and a secretary character is strengthened by managing the team. In this embodiment, in the development part, one year of league games is simulated by performing one or both of "management" and "development" in each turn. "Management" is a play in which funds are acquired and consumed. "Development" is a play in which a practice menu is instructed to be implemented.
[0116] In this embodiment, the schedule for the one-year league game simulation is set to mimic the schedule of league games in real professional baseball (including the Climax Series and Japan Series). Specifically, the 10 months from February to October are divided into Sections 1 to 4, with four turns played in each month. Each turn in each month is also referred to as a "week." Section 1 includes February and March, with February including spring training. March includes exhibition games. Section 2 includes April, May, and June, with the season opening in April's first week. May includes interleague games starting in the fourth week. June includes interleague games through the second week. Section 3 includes July, August, and September, with July including the All-Star Game in the fourth week. Section 4 includes October, with the Climax Series and Japan Series in October. Note that if a team does not advance to the Climax Series, play in Section 4 is omitted. Also, if a team advances to the Climax Series and Section 4 is played, Section 4 will end when the team is eliminated.
[0117] To play the training part, the difficulty level is first selected based on the user's operation. For example, five levels of difficulty are set, but this is not limited to this. The higher the difficulty level, the stronger the opponents in the league matches, but the more likely it is that a stronger team can be created. Specifically, the higher the difficulty level, the higher the "team fan power" and "team star rating" that indicate the strength of the opponent team in the league matches, but the more funds and experience points can be obtained depending on the match results. As a result, at the end of the one-year league match simulation, it is possible to create a team that has earned more funds and is composed of strong player characters. Note that in order to select a higher level of difficulty, it is necessary to select a lower level of difficulty and become the best in Japan.
[0118] Information indicating the team that has been strengthened through a one-year simulation of league matches is generated for use in the battle part described below and stored in the storage unit 130. The information indicating the team is an example of "information indicating a battle game medium." The information indicating the team includes (1) data held by each character included in the team, and (2) data on funds acquired through management, at the time when the one-year simulation of league matches is completed. Generating "information indicating the team" and storing it in the storage unit 130 is also referred to as "writing out the team."
[0119] In this embodiment, a written team cannot be used again as a target for development in the development part. In other words, it is not possible to manage a baseball team for a second year. However, a "town" created by "town development," which can be executed as a management command in the development part for a certain team, also affects the development part for a newly organized team. Furthermore, the baseball game of this embodiment may be modified to allow for second-year baseball team management.
[0120] (Team Formation) To play the training part, it is necessary to form a team using the characters described above. Team formation will now be described. By playing the training part, the team formed by the user is strengthened and funds are associated with it. The battle part is played using the team strengthened in the training part and the associated funds.
[0121] Teams are formed based on user operations using player characters, manager characters, coach characters, and secretary characters owned by the user. Fig. 9 is a diagram showing an example of a team formation screen. The team formation screen G5 is a screen that accepts operations for forming a team, and is displayed on the display device 15 of the game terminal 10. As shown in Fig. 9, the team formation screen G5 includes areas G51 to G56 and operation objects G501 to G505.
[0122] Area G51 is an area in which starting pitcher and starting lineup player characters and one manager character who make up the team are placed at each position. By operating an operation object G503 (pitcher button), the user can select a pitcher, such as a starting pitcher, reliever, reserve, or setup man, from a list screen (not shown) of player characters owned by the user. The player character selected as the starting pitcher is displayed in area G51. Furthermore, by operating an operation object G504 (fielder button), the user can select one of the player characters as a fielder from a list screen (not shown) of player characters owned by the user and include it in area G51. Furthermore, by operating an operation object G505 (manager button), the user can select starting and reserve fielders from a list screen (not shown) of manager characters owned by the user. The player character selected as the starting fielder is displayed in area G51. In addition, the above-mentioned manager combo may have combo conditions set for starting or starting lineup player characters, or may have combo conditions set for player characters other than starting or starting lineup player characters (for example, "there is a player on the bench with a power of 60 or more").
[0123] Area G53 is an area containing one or more coach characters that will form the team. The user operates the control object G506 (coach button) to select one of the coach characters from a list screen (not shown) of the coach characters they own and include it in area G53. Area G54 is an area containing one or more secretary characters that will form the team. The user operates the control object G506 (secretary button) to select one of the secretary characters from a list screen (not shown) of the secretary characters they own and include it in area G54. The total cost of each character that will form the team must be less than or equal to a threshold value set as the total cost of the team. Area G56 contains a total cost 641 of each selected character (multiple player characters, one manager character, one or more coach characters, and one or more secretary characters) and a threshold value 1000. By checking area G56, the user can select each character so that the total cost does not exceed the threshold value. In addition, position suitability (e.g., suitability for defensive position, suitability for pitching, etc.) is set for each player character. Therefore, the user needs to organize a team taking into consideration the total cost and the suitability of each player character.
[0124] Area G52 includes the starting player characters included in the team in the order of order. The initial order before the user updates the order may be the order in which the user selected the player characters, or may be an order determined by the computer. Furthermore, by operating operation object G501 (order button), the user can transition to a screen where the order of the multiple player characters can be changed. The player characters included in the team and their order affect the achievement of manager combos, so the user can determine the order taking manager combos into consideration.
[0125] Area G55 includes the team's fan power and team star rating. "FP 70000" indicates the team's fan power, and is the sum of the fan powers of the player characters that make up the team. The team's fan power is subject to an increase due to a manager combo when a match is played using the team in the match part. Area G55 may also include the increase. For example, the increase may be displayed separately, such as "FP 70000 + 4000." For another example, the value after the increase is added, such as "FP 74000." The "A" in "Fan Power A" indicates the fan power rank corresponding to the "FP 70000." "★ 13418" is the team's star rating, and is the sum of the fan powers of the player characters that make up the team. The "A" in "Strength A" indicates the team's strength rank corresponding to the "★ 13418."
[0126] When the control object G502 (OK button) is operated, information indicating the team is generated based on the selected character lineup and the order in the area G52. The information indicating the team includes, for example, the characters that make up the team (player characters, manager character, coach character, and secretary character), the order, and parameters associated with the team itself (e.g., funds, team atmosphere, team fan power, team star rating, etc.). The information indicating the team may change as the development part is played. For example, data held by player characters may be enhanced. Furthermore, for example, funds or team atmosphere may fluctuate. Here, the team atmosphere is a numerical value indicating the team's atmosphere and may fluctuate depending on events in the development part, the secretary character's stamina, game results, the execution results of management commands, etc. Note that the initial value of funds associated with the team before playing the development part may be zero or a predetermined value. Furthermore, the team atmosphere associated with the team before playing the development part may be a predetermined reference value. The team's fan power may fluctuate during a game depending on the manager combo, which will be described later. Furthermore, the team's fan power affects the development of the automatic progression part of the game. The information indicating the team is stored in the storage unit 130. Some or all of the information indicating the team may be stored in the memory 12 of the game terminal 10 used by the user who organized the team, or may be stored in the memory 32 of the server 30.
[0127] (Development) An example of development in the development part will be described. In the development part, an operation is performed to select a practice menu for the player characters included in the team at each turn. For example, at each turn, a practice menu for pitchers and a practice menu for fielders are selected. When a practice menu for pitchers is selected, all pitcher player characters included in the team will perform that practice menu. When a practice menu for fielders is selected, all fielder player characters included in the team will perform that practice menu. When a practice menu is performed, experience points according to that practice menu are granted to the player characters. The experience points granted to the player characters may be calculated, for example, using the following formula (1): Experience points = basic experience points for each difficulty level × coach correction + facility correction points + equipment experience points (maximum of four types)... (1)
[0128] In formula (1), the difficulty level indicates the difficulty level of the training part. The coach correction is a correction value for the practice menu in which the coach character appears, and if the practice menu in which the coach character appears matches the coach character's favorite practice, a higher correction value is set than in other cases. The facility correction points are determined as effects corresponding to facilities constructed in the town development function described below. The equipment correction points are determined as effects corresponding to practice equipment purchased by executing the management command described below.
[0129] FIG. 10 is a diagram illustrating an example of a training screen for training a player character. The training screen G6 is an example of a screen on which a user selects a practice menu to instruct a pitcher during a certain turn of the training part, and is displayed on the display device 15 of the game terminal 10. As shown in FIG. 10 , the training screen G6 includes areas G61 to G66. Areas G61 to G65 are areas showing practice menu options. In the example of FIG. 10 , five types of practice menu options are shown: "Throwing (Straight Ball)," "Breaking Range Improvement," "Running," "Breaking Ball Power Improvement," and "Breaking Ball Control Improvement." When any of areas G61 to G65 is focused by a user operation, detailed information about the practice menu for the focused area is displayed in area G66.
[0130] Area G66 includes areas G661 to G665 as detailed information about the practice menu "Throwing (Straight Ball)" in area G61. Area G661 includes the name of the practice menu "Throwing (Straight Ball)." Area G663 indicates the effect obtained by performing the practice menu. In this example, it indicates an increase of 200 experience points for pitch speed, one of the player character's ability parameters, and an increase of 200 experience points for pitch power. Area G662 indicates the type and number of practice equipment that can be used in the practice menu, as well as the "BONUS +25%" effect increase from performing the practice menu using the practice equipment. The practice equipment applied is the practice equipment granted by the management command described below. Area G664 includes a list of player characters, among the multiple player characters included in the team, who will receive an effect from performing the practice menu.
[0131] Furthermore, area G664 may include a coach character. This indicates that the coach character appears in the practice menu. A practice menu in which a coach character appears may have a beneficial effect on the development of a player character due to the coach character's special training, passion gauge, or special ability. Area G665 indicates the passion gauge accumulated in the coach character when the coach character appears. If the passion gauge is accumulated, performing the practice menu will impart the special ability of the coach character to the player character. By visually checking area G66, the user can select a practice menu taking into consideration the details of the effect of the practice menu, which player character the effect will affect, whether a coach character appears, whether the passion gauge is accumulated, etc.
[0132] (Management Commands) In the training part, management commands can be executed. By executing management commands, virtual tasks to strengthen the team are performed by the secretary character. By executing management commands, funds associated with the team may increase or decrease. Management commands are also called "jobs" that can be requested of the secretary character.
[0133] In the training part, one job is requested from the secretary character per turn. If a team includes multiple secretary characters, each secretary character can be requested to complete one job per turn. After a certain number of turns have passed since the turn in which the job was requested, the job will be successful, resulting in the team being awarded an item (e.g., training equipment, ability-boosting items, resource items, etc.) and / or an increase in parameters associated with the team (funds, number of fans, etc.). Note that when a secretary character is requested to complete a job, the stamina of that secretary character decreases. Furthermore, when a secretary character with reduced stamina is requested to complete a job, the success rate of that job decreases. When the success rate of a job decreases, the effect obtained will be lower than the effect specified for that job. Resting the secretary character will restore the stamina of that secretary character.
[0134] FIG. 11 is a diagram showing an example of a job request screen for requesting a job from a secretary. The job request screen G7 is displayed on the display device 15 of the game terminal 10 during the training part. In the example of FIG. 11, the job request screen G7 includes areas G71 to G74 and operation objects G701 to G705. Area G71 is an area that includes the current turn (first week of February) and the remaining period in the current section (eight weeks remaining). Area G71 allows the user to check the progress of the in-game period during the training part. Area G72 is an area that includes the funds currently associated with the target team and the team atmosphere.
[0135] Area G73 is an area that includes an overview (e.g., appearance, main data held, etc.) of the secretary character to be requested to do the job. Area G73 is displayed according to secretary character information that indicates the secretary characters included in the target team, stored in the storage unit 130. The user can switch the secretary character displayed in area G73 to another secretary character included in the team by operating an operation object G731 (secretary switch button) included in area G73.
[0136] Area G74 is an area that includes a list of jobs that can be requested of the secretary character. The user can operate operation objects G702 to G705 (category selection buttons) to display jobs included in the corresponding category in area G74. Area G74 is displayed according to job information that indicates the management commands that can be requested, which is stored in the storage unit 130.
[0137] A detailed example of each item constituting the job information will be described below. As shown in Fig. 11, the job information includes data indicating each item of the job name, category, effect, period, success rate, consumed energy, and consumed amount.
[0138] The job name indicates the virtual work content of the job. The category indicates the category of the job. As an example, the job categories include five categories according to the virtual work content: (1) rights contracts (e.g., broadcasting rights contracts, etc.), (2) fan service (e.g., autograph sessions, etc.), (3) equipment provision (e.g., purchasing bats, etc.), (4) practice equipment purchases (e.g., purchasing batting machines, etc.), and (5) town development (e.g., procuring construction materials, etc.). Each of the categories (1) to (4) corresponds to one of the operation objects G702 to G705 on the job request screen G7. In other words, on the job request screen G7, the secretary character can be requested to perform work in each of the categories (1) to (4). The screen for requesting work (5) town development will be described later.
[0139] As shown in FIG. 11 , each job category is associated with a level. Here, as an example, the level of each of categories (1) to (4) is Level 1 (Lv. 1). When a job is performed by a secretary character, experience points are given to the category to which the job belongs to raise the level of the category. As the level of a category increases, the types of jobs that can be requested in that category increase.
[0140] The effect indicates funds or items obtained as a result of performing a job. Examples of effects obtained according to the job category are as follows: For example, as a result of performing a job belonging to the "Rights Contract" category, funds may increase. Also, for example, as a result of performing a job belonging to the "Fan Service" category, the number of fans may increase. Also, for example, as a result of performing a job belonging to the "Tool Provision" category, an ability-boosting item may be awarded. Also, for example, as a result of performing a job belonging to the "Practice Equipment" category, an item that increases the effectiveness of training may be awarded. Also, as a result of performing a job belonging to the "City Development" category, material items necessary for building facilities may be awarded.
[0141] The period indicates the length of time in the game from when you request a job until the effects of that job are obtained. During this period, you cannot request a new job from the secretary character currently performing that job. Generally, the longer the period, the greater the effect and the more stamina you will consume.
[0142] The success rate indicates the probability that the secretary character will succeed in completing a job. It varies depending on the remaining stamina of the secretary character. The consumed stamina indicates the stamina of the secretary consumed by performing the job. The consumed amount indicates the amount of funds consumed by performing the job.
[0143] The funds associated with a team may increase or decrease depending on the execution of management commands, and may also increase or decrease depending on the number of fans or the team's atmosphere. For example, each turn, funds according to the number of fans or the team's atmosphere may be granted as "merchandise income" or "ticket income." The number of fans may increase or decrease as a result of the execution of management commands, and may also increase or decrease depending on the results of matches in the development part. The increase or decrease in the number of fans is also adjusted according to the difficulty level of the league. The team's atmosphere increases when the team wins a match in the development part. For example, ticket income may be calculated using the following formula (2): Ticket income = (stadium seating capacity x ticket price) x team atmosphere at the beginning of the week... (2)
[0144] By visually checking area G74, the user can confirm the data set for each of the multiple jobs that can be requested. For example, in the example of FIG. 11 , the job "Baseball Stadium Equipment Sponsorship Contract," surrounded by a thick frame, has been selected by the user's operation. With the job selected, the user can request the selected job from the secretary character displayed in area G73 by operating the operation object G701 (the decision button). In this example, when the in-game period of "three weeks" set for the job "Baseball Stadium Equipment Sponsorship Contract" has elapsed (in other words, three turns after the turn in which the job was requested), funds of "189 million" are granted based on the effect set for the job.
[0145] (Events) Events may occur during the training portion. Events may occur based on a predetermined probability of occurrence or when certain conditions are met. When an event occurs, an effect related to the training of a player character or the execution of a management command is obtained. As an example, the types of events include five types: (1) normal events, (2) team ranking-related events, (3) event based on choices, (4) event based on a secretary character, and (5) event based on a manager character or coach character. Examples of effects obtained by the occurrence of an event include, but are not limited to, effects related to a player character (e.g., changes in motivation, gain of experience points, etc.), effects related to a secretary character (e.g., changes in stamina, the acquisition of secretary skills, etc.), and effects related to management commands (e.g., changes in funds acquired, changes in funds consumed, changes in stamina consumed, changes in task duration, the generation of a new management command, etc.).
[0146] (City Building Function) As mentioned above, the city building function is one of the management commands in the development part, and is a function that allows you to build facilities that will have beneficial effects in the development part by consuming material items. The material items required for the city building function can be obtained through management commands. Facilities can be created by consuming material items after meeting certain conditions in the development part. Material items and facilities are managed independently of the team that the development part targets. Therefore, by changing teams and repeatedly playing the development part, material items and facilities are accumulated. Facilities have a level, and as the level increases, the effect that the facility has on the development part increases.
[0147] FIG. 12 illustrates an example of a facility creation screen in the town development function. The facility creation screen G8 is displayed on the display device 15 of the game terminal 10 based on user operation. The facility creation screen G8 is an example of a screen for constructing a shopping mall, an example of a facility. As shown in FIG. 12, the facility creation screen G8 includes areas G81 to G84 and an operation object G801. Area G81 includes the exterior of the facility to be constructed. Area G82 includes an overview of the facility. Area G83 includes a description of the advantageous effects that will occur in the development part if the facility is constructed. Area G84 includes the type of material item consumed to construct the facility. Area G84 also includes the number of each material item possessed by the user. By checking areas G81 to G84, the user can decide whether to construct a facility with the corresponding effect in exchange for consuming the material items possessed by the user. When the user operates the operation object G801 (create button), the material items included in area G84 are consumed and the facility is constructed. Information indicating the constructed facility is associated with the user and stored in storage unit 130. Some or all of the information indicating the facility may be stored in memory 12 of game terminal 10 used by the user who operated the operation object G801, or may be stored in memory 32 of server 30.
[0148] (Match Part) In the match part, one or more match sets consisting of a predetermined number of matches are played using the teams written in the training part. For example, in the match part, a match event consisting of one or more matches is held. Note that the number of matches included in one set does not necessarily have to be multiple, and may be one.
[0149] (Match) A match may include an automatic progression part and an action part. Note that a match may progress only with an automatic progression part, or only with an action part, or may progress by switching between an automatic progression part and an action part.
[0150] The automatic progression part is a part in which the match progresses without user operation. A team organized by the user is used in the match. The team organized by the user and used in the match is also simply referred to as the "user's team." During the automatic progression part, the match processing unit 111 changes the situation of the match without user operation based on information indicating the user's team and information indicating the opponent's team. The information indicating the team includes data held by each of the player characters and manager characters included in the team, and data associated with the team itself due to the team's organization (e.g., the team's fan power, the team's star rating, etc.). During the automatic progression part, a match screen that is automatically updated in response to changes in the situation of the match is displayed on the display device 15 of the game terminal 10.
[0151] The action part is a part in which the game progresses as the user performs operations. Examples of user operations include, but are not limited to, batting operations, base running operations, pitching operations, and fielding operations. For example, the operations that the user can perform in the action part may be some or all of the batting operations, base running operations, pitching operations, and fielding operations. The match processing unit 111 changes the situation of the game based on the user's operations in addition to information indicating the user's team and information indicating the opponent's team. In the action part, for example, a game screen including player characters performing motions in response to the user's operations is displayed on the display device 15 of the game terminal 10. The game screen is also updated to reflect changes in the situation of the game in response to the motions.
[0152] Whether the above-mentioned manager combo has been achieved is determined based on information indicating the user's team before either the automatic progression part or the action part begins (in other words, when the match starts). The above-mentioned manager skill or counter skill may be activated in either the automatic progression part or the action part depending on the situation of the match. The first effect of a manager skill (or counter skill) activated in the automatic progression part (or action part) may extend even after switching to the action part (or automatic progression part).
[0153] The opponent team is determined by the control unit 110. For example, the processor 31 of the server 30 constituting the control unit 110 may determine a team organized by a user of another game terminal 10 as the opponent team. Alternatively, for example, the processor 11 of the game terminal 10 constituting the control unit 110 may determine a team organized by the processor 11 as the opponent team.
[0154] (Match Event) A match event is an event in which you play a match against another user's team using the team you created in the training section, and is held for a limited time. Match events include matches of multiple sets. In a match event, rankings are determined based on the match results between multiple users who have entered.
[0155] Here, in a competitive event, a team written out in the development section is used to enter the event. For a team that has already entered, tactics can be changed, but additional training is not possible. Examples of tactical changes include, but are not limited to, editing the lineup, changing the player's use, changing the team policy, and assigning manager skills or player skills to player characters. For example, as a team policy, it is possible to change whether to be proactive or passive regarding items such as pinch hitters and relief pitchers. In other words, for a team that has already entered, the formation can be changed, but the team data itself cannot be changed. Note that a change in tactics for a team that has already entered does not affect the tactics of the team written out in the development section. Furthermore, even if a team's tactics written out in the development section are changed after entering a competitive event, this does not affect the tactics of the team that has already entered that competitive event. In other words, it is possible to apply different tactics to each match for a single team written out in the development section.
[0156] 13 is a diagram illustrating the configuration of a battle event in this embodiment. As shown in FIG. 13, the battle event includes an entry period, a first round period, an interval, a second round period, an interval, a final round period, a final tally, and a result confirmation phase.
[0157] The entry period is a period during which entries from users to participate in the competition event are accepted, and may last for three days, for example. Competition events are held by class. Classes may have entry restrictions. There are also classes (also called open classes) that have no restrictions. One example of a restriction is, for example, an upper limit on the team's fan power. For classes with an upper limit, teams with fan power exceeding the upper limit cannot enter. The user selects one of multiple classes and performs an entry operation. Classes can only be changed during the entry period, and cannot be changed thereafter (for example, after the start of the first round).
[0158] During the first round period, registered users are divided into groups by class, and a set of matches is played. In this embodiment, each group consists of six people, each set consists of five matches, and the total score of one set is calculated as the score for that set. When a match is played, consumable items owned by the user are consumed. Furthermore, opponents in a match are determined based on the class in which the user participates, not just within the group to which the user belongs. More specifically, users participating in the class to which the user belongs who are on teams with fan power similar to that of the user's team are presented to the user as candidate opponents. A user selected by the user from the candidate opponents is determined as the opponent. Furthermore, a set of matches can be played repeatedly during the first round period, and the highest score among them is stored in the storage unit 130 as the user's score for the first round period.
[0159] During the interval, the scores for the first round are tallied and the ranking of each user within the group is determined. The interval may be, for example, one day. Users at the top of the group (e.g., the top three out of six) advance to the high-class league of the second round. Users at the bottom of the group (e.g., the bottom three out of six) advance to the normal league of the second round.
[0160] During the second round period, users who have advanced to the second round high class league are divided into groups and matches are set. Also, users who have advanced to the second round normal league are divided into groups and matches are set. Other points can be explained in the same way as in the explanation of the first round period, except that first is read as second.
[0161] During the interval, scores for the second round period are tallied and the ranking of each user within the group is determined. The interval may be, for example, one day. Users at the top of the group in the second round high class league advance to the final round high class league. Users at the bottom of the group in the second round high class league and users at the top of the group in the second round normal league advance to the final round normal league. Users at the bottom of the group in the second round normal league advance to the exhibition.
[0162] During the final round period, users who have advanced to the final round high class league are divided into groups and matches are set. Also, users who have advanced to the final round normal league are divided into groups and matches are set. Also, users who have advanced to the exhibition are divided into groups and matches are set. Other points can be explained in the same way as in the explanation of the first round period, except that first is read as final.
[0163] In the final tallying phase, scores during the final round are tallied and the ranking of each user within their group is determined. In addition, rewards are awarded to users according to their league and ranking within their group in the final round. The rewards awarded to users are presented to users in the result confirmation phase.
[0164] Here, the score for each game is calculated based on the number of manager combos achieved, the number of player skills activated, the number of manager skills activated, the outcome of the game, the number of hits in the game, etc. The fan power of the opposing team also affects the score calculation. A bonus based on the fan power of the opposing team is added to the score. The higher the fan power of the opposing team, the larger the bonus added. In addition, the score is corrected according to the special rules described below. Examples of score corrections include, but are not limited to, changing the coefficient in the score calculation or adding different calculation items.
[0165] (Special Rules) During the battle part, battle events may be held in which special rules are applied. Examples of special rules include (1) special rules that apply corrections to score calculations, and (2) special rules that allow the use of effect items.
[0166] First, a description will be given of special rules that modify score calculations. One example of such a special rule is a special rule that increases the score per home run to enhance the value of a home run. Applying such a special rule can encourage participation by teams that include player characters who are likely to hit home runs, preventing the event from becoming monotonous and enhancing the strategic nature of the event. Another example of such a special rule is a special rule that adds a bonus to the score the more funds or fans a team has. Another example of such a special rule is a special rule that grants a bonus to the play results of a player character designated by the user (for each game). In this way, applying various special rules that modify score calculations to a battle event can enhance the strategic nature of the battle event.
[0167] Next, a special rule that allows the use of effect items will be described. This special rule allows a team to use funds earned in the training portion to use effect items (an example of effect game media). An effect item is an item that, when consumed, produces a predetermined effect in a match. Effect items can be purchased or consumed at any time during or before the start of a match. However, a limit (e.g., up to two) may be set on the number of effect items that can be used in one set. Effect items are reset for each set of a match. That is, effect items purchased in one set of a match cannot be carried over and used in the next set of a match. Furthermore, funds consumed to purchase effect items in one set are returned to the amount before consumption in the next set of a match. That is, for each set of a match, effect items can be purchased up to the amount earned in the training portion. Examples of effects provided by effect items include, but are not limited to, changing the stadium, increasing or decreasing a player character's condition, adjusting the score, and increasing or decreasing a team's fan power.
[0168] In addition to the training part and the competition part described above, the baseball game according to this embodiment may also include other parts in which the teams written in the training part can be used. Examples of such other parts include, but are not limited to, a part in which league matches progress automatically and a part in which matches (also called trials, for example) are played to acquire strengthening items for player characters.
[0169] <Processing of Game System 1> The game system 1 configured as described above executes method S1. The flow of method S1 will be described with reference to FIG. 14. FIG. 14 is a flow diagram showing the flow of method S1 executed by game system 1. Note that the following description will be given assuming that the competitive game in which game system 1 progresses is the baseball game described above. It is also assumed that the manager character, coach character, and secretary character have already been assigned to the user. Method S1 includes step S100 of acquiring a player character, steps S110 to S116 of playing the development part, and steps S130 to S150 of playing the competitive part.
[0170] In step S100, the control unit 110 assigns a player character to the user. For example, the control unit 110 executes a scout function based on the user's operation to determine one of a plurality of player characters based on the release probability, and assigns the determined player character to the user. The control unit 110 also stores player character information indicating the assigned player character in the storage unit 130. As a result, the user possesses the player character. Note that in step S100, instead of or in addition to assigning a player character to the user using the scout function, the control unit 110 may lend the user a player character owned by another user.
[0171] Next, steps S110 to S116 for playing the training part will be described. Steps S110 to S116 are an example of the creation process, and are a series of steps for simulating the above-mentioned one-year league matches.
[0172] In step S110, the creation processing unit 114 creates a team using the player characters, manager character, coach character, and secretary character owned by the user based on the user's operation. In step S110, for example, a team creation screen such as that shown in Figure 9 is displayed on the display device 15 of the game terminal 10.
[0173] In step S112, the creation processing unit 114 executes a management command based on a user's operation to request a job from the secretary character (an example of a second process). Depending on the type of management command executed, funds associated with the team are consumed. Furthermore, the execution of the management command has an effect on the team creation process (an example of a second effect). One example of such an effect is the addition of funds. That is, to produce this effect, the second data providing unit 116 adds funds associated with the team (an example of a second data providing process). The funds associated with the team may be consumed to execute the management command again, or may be used to purchase an effect item in the battle part described below. Further, examples of other effects resulting from the management command include an increase in the number of fans, the granting of an ability-boosting item, the granting of a practice-effect-boosting item, the granting of a material item, etc.
[0174] In step S114, the creation processing unit 114 executes a process of training the player characters included in the team based on the user's operation. In step S116, for example, a training screen such as that shown in FIG. 10 is displayed on the display device 15 of the game terminal 10.
[0175] The processing of steps S112 and S114 is not limited to being executed in this order, and may be executed in any order. Furthermore, each of the processing of steps S112 and S114 may be executed multiple times, not just once, during the simulation of a one-year league game. However, the number of times each of the processing of steps S112 and S114 is executed may or may not be the same. When the simulation of a one-year league game is completed, the next step S116 is executed.
[0176] In step S116, the data identification unit 115 writes out a team based on the results of play in the development part. By writing out the team, the player characters (an example of first data), manager characters (an example of first data), and funds (an example of second data) included in the team are identified. In other words, step S116 is an example of data identification processing.
[0177] Next, steps S130 to S150 for playing the battle part will be described.
[0178] In step S130, the control unit 110 performs a process to start a battle event. The process to start a battle event includes a process to enter the user into one of the classes based on the user's operation. A battle event for a certain class will be described below.
[0179] In step S132, the control unit 110 performs a process to start the first round. The process to start the first round includes a process to divide the multiple users who have entered into groups, a process to determine the opponent team of each user's team, and the like.
[0180] In step S134, the entitlement granting unit 112 executes a process of having the user purchase an effect item by consuming funds associated with the team based on the user's operation (an example of an entitlement process). The funds for purchasing the effect item are consumed from the funds associated with the team.
[0181] In step S136, the first processing unit 113 executes a first process for producing a first effect in the progress of a match, based on a user operation instructing consumption of the purchased effect item. For example, if an effect (an example of a first effect) is defined in which the effect item increases the ability parameters of each player character included in the team, the first processing unit 113 executes a process (an example of a first process) for increasing the ability parameters of each player character included in the team. Note that the user may further perform an operation to specify, among the set of matches, a target match to which the first effect caused by consumption of the effect item will apply.
[0182] In step S138, the match processing unit 111 proceeds with a set of matches (five matches in this embodiment) between the user's team and the opponent's team. Part or all of the set of matches proceeds with the first effect due to the consumed effect item being applied.
[0183] Note that when the processing of steps S134, S136, and S138 is performed in this order, that is, the consumption of the effect item is performed before the start of the match to which the first effect resulting from the consumption applies. However, the processing of steps S134, S136, and S138 is not limited to being performed in this order and may be performed in any order. Furthermore, each of the processing of steps S134, S136, and S138 may be performed multiple times, not just once. Furthermore, the number of times each of the processing of steps S134, S136, and S138 is performed may or may not be the same. In other words, the user may purchase an effect item before the start of a set of the match or at any time during the progress of a set of the match. Furthermore, the user may consume the purchased effect item before the start of a set of the match or at any time during the progress of a set of the match. Furthermore, the user does not necessarily have to consume the purchased item.
[0184] In step S140, the match processing unit 111 determines whether one set of the match has ended. If one set has not ended, the processing from step S134 is repeated. If one set has ended, the processing of the next step S142 is executed.
[0185] In step S142, the first processing unit 113 executes processing to reset the purchased effect items and the consumed funds. In other words, the effect items purchased by the user are erased. Furthermore, the first effect caused by the effect items is reset. For example, if the consumption of an effect item results in an effect of increasing the ability parameters of each player character included in the team (an example of a first effect), the first processing unit 113 executes processing to reset the ability parameters of each player character to the values at the start of the battle event. Furthermore, the first processing unit 113 executes processing to reset the funds associated with the team to the amount at the start of the battle event. This allows the user to purchase effect items for each set of a match up to the amount of funds the team has earned in the training part.
[0186] In step S142, the first processing unit 113 may not reset all of the effect items purchased by the user, or may reset only some of them. Furthermore, the first processing unit 113 may not restore the funds associated with the team to the amount at the start of the battle event. For example, the first processing unit 113 may restore the funds associated with the team to the amount before unused (unconsumed) effect items were granted, and restore the funds associated with the team to the amount consumed for the effect items that were not reset.
[0187] In step S144, the control unit 110 determines whether the current round has ended. If the round has not ended, the process from step S134 is repeated. That is, the user can execute multiple sets of the match until the current round ends. If the round has ended, the next step S146 is executed.
[0188] In step S146, the control unit 110 determines whether the completed round was the final round. If it was not the final round, the next step S148 is executed.
[0189] In step S148, the control unit 110 calculates the score of each user in the completed round and determines the ranking of each user. Furthermore, the control unit 110 determines the league to which each user will advance in the next round based on the ranking of that user. Furthermore, the control unit 110 executes processing to start the next round. The processing to start the next round includes processing to group multiple users in each league of the next round, processing to determine the opponent team of each user's team, and the like. Subsequently, the processing from step S134 is repeated in the next round.
[0190] On the other hand, if it is determined in step S146 that the completed round is the final round, the next step S150 is executed.
[0191] In step S150, the control unit 110 calculates the scores of each user in the final round and determines the ranking of each user in the league they belong to. The control unit 110 also awards a reward to each user based on the league they belong to and their ranking.
[0192] <Modifications> In the above-described embodiment, there may be effect items that can only be purchased in specific rounds. Furthermore, effect items and funds are not limited to being reset for each set of a match, but may also be reset for each round. Furthermore, funds for purchasing effect items may be consumed from funds that are specifically added for each round, in addition to funds associated with the team at the start of the match event.
[0193] [Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0194] A game system (1) according to a first aspect of the present invention is a game system for progressing a game including a battle process using a battle game medium, the battle game medium being associated with first data used in the battle process and second data used to grant a user a right to execute a first process that applies a predetermined first effect to the battle process, the game system including: a battle processing unit (111) that executes the battle process using the first data associated with the battle game medium; a right granting unit (112) that grants the right to the user using the second data associated with the battle game medium; and a first processing unit (113) that executes the first process corresponding to the right in response to an instruction from the user, the first processing unit (113) executing the battle process with the first effect corresponding to the right applied, and then further executing a process to return to a state where at least some of the rights are not granted. This configuration allows the user to select whether or not to acquire the right to execute the first process in the battle process, thereby enhancing the strategic nature of the game. Furthermore, in a configuration in which there are multiple types of first effects, the right to be acquired can be selected according to the desired first effect, further improving the strategic nature of the game.
[0195] The game system (1) according to aspect 2 is the same as in aspect 1, and further includes a creation processing unit (114) that executes a creation process to create the battle game medium, and a data identification unit (115) that executes a process to identify the first data and the second data to be associated with the battle game medium depending on the execution result of the creation process. With the above configuration, game medium to be used in a battle can be created, further improving the strategic nature of the game.
[0196] A game system (1) according to aspect 3 is the same as in aspect 2, and includes a second data providing unit (116) that provides the second data to the user at least before the creation process is completed, and the creation process includes a second process that uses the second data to exert a predetermined second effect on the creation of the battle game media in the creation process. With this configuration, the second data can also be used to create the battle game media, further improving the strategic nature of the game.
[0197] The game system (1) according to Aspect 4 is any one of Aspects 1 to 3, wherein the first processing unit (113) executes the first process before starting the battle process of the target to which the first effect is to be applied, and applies the first effect in the battle process. According to the above configuration, the first effect can be determined before the battle.
[0198] A game system (1) according to aspect 5 is any one of aspects 1 to 4, wherein the first processing unit (113) applies the first effect to at least some of the battle processes specified by the user among a predetermined number of the battle processes, and further executes a process of restoring at least some of the rights to a state in which they are not granted, at least before the next execution of the plurality of battle processes. According to the above configuration, the first effect can be executed each time a plurality of battle processes are executed, thereby further enhancing the strategic nature of the game. In an embodiment in which multiple types of first effects are set, a new right for obtaining the desired first effect can be selected and executed each time a plurality of battle processes are executed, thereby further enhancing the strategic nature of the game. Furthermore, for example, if the progress of the game is affected by, for example, providing some kind of reward not only based on the results of individual battles but also based on the results of a predetermined number of battles, the impact on the progress of the game varies depending on which battles the first processing is executed for, thereby further enhancing the strategic nature of the game.
[0199] A game system (1) according to Aspect 6 is any one of Aspects 1 to 5, wherein the second data includes in-game value, and the first process grants effect game media associated with the first effect to a user playing the game in exchange for consuming the in-game value. According to the above configuration, there is a restriction that the in-game value, which is the second data, is consumed when used, thereby improving the strategic nature of use of the second data.
[0200] A method (S1) according to aspect 7 is a method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium, the battle game medium being associated with first data used in the battle process and second data used to grant a user a right to execute a first process that applies a predetermined first effect to the battle process, the method including: a battle process step (S138) of executing the battle process using the first data associated with the battle game medium; a right granting step (S134) of granting the right to the user using the second data associated with the battle game medium; and a first processing step (S136) of executing the first process corresponding to the right in response to an instruction from the user, wherein the first processing step (S136) further executes the battle process with the first effect corresponding to the right applied, and then executes a process of returning to a state where at least some of the rights are not granted. This configuration achieves the same effects as aspect 1.
[0201] A program according to an eighth aspect of the present invention causes one or more computers included in a game system that progresses a game including a battle process using a battle game medium, the battle game medium being associated with first data used in the battle process and second data used to grant a user a right to execute a first process that applies a predetermined first effect to the battle process, to execute a battle process step (S138) of executing the battle process using the first data associated with the battle game medium, a right granting step (S134) of granting the right to the user using the second data associated with the battle game medium, and a first processing step (S136) of executing the first process corresponding to the right in response to an instruction from the user, wherein in the first processing step (S136), the battle process is executed with the first effect corresponding to the right applied, and then a process of returning to a state in which at least some of the rights are not granted is further executed. This configuration achieves the same effects as in the first aspect.
[0202] [Example of implementation using software] The functions of the game terminal 10 and server 30 (hereinafter referred to as "devices") that make up the game system 1 can be realized by a program that causes a computer to function as the device, and a program that causes a computer to function as each control block of the device (particularly each part included in the control unit 110).
[0203] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The functions described in each of the above embodiments are realized by executing the program using the control device and storage device.
[0204] The program may be non-transitory and may be recorded on one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be supplied to the device via any wired or wireless transmission medium.
[0205] Furthermore, some or all of the functions of the control blocks can be realized by logic circuits. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of the control blocks can also be realized by, for example, a quantum computer.
[0206] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may run on the control device or on another device (for example, an edge computer or a cloud server).
[0207] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention.
[0208] 1 Game system 10 Game terminal 30 Server 11, 31 Processor 12, 32 Memory 13, 33 Communication interface 14 Input device 15 Display device 16 Audio output device 19, 39 Bus 110 Control unit 111 Battle processing unit 112 Rights granting unit 113 First processing unit 114 Creation processing unit 115 Data identification unit 116 Second data granting unit 130 Storage unit
Claims
1. A game system which progresses a game including a battle processing using a battle game medium, wherein the battle game medium is associated with first data used in the battle processing and second data used to grant a user the right to execute a first processing which applies a predetermined first effect to the battle processing, and the game system includes: a battle processing unit which executes the battle processing using the first data associated with the battle game medium; a right granting unit which grants the right to the user using the second data associated with the battle game medium; and a first processing unit which executes the first processing corresponding to the right in response to an instruction from the user, wherein the first processing unit executes the battle processing in a state in which the first effect corresponding to the right has been applied, and further executes a process to return to a state in which at least a portion of the right has not been granted.
2. The game system of claim 1, further comprising: a creation processing unit that executes a creation process to create the battle game medium; and a data identification unit that executes a process to identify the first data and the second data to be associated with the battle game medium depending on the result of execution of the creation process.
3. The game system of claim 2, further comprising a second data providing unit that provides the second data to the user at least before the creation process is completed, the creation process including a second process that uses the second data to exert a predetermined second effect on the creation of the battle game medium in the creation process.
4. The game system of claim 1, wherein the first processing unit executes the first process before starting the battle process of the target on which the first effect is to be applied, thereby applying the first effect in the battle process.
5. The game system described in claim 1, wherein the first processing unit applies the first effect to at least a portion of the match processing specified by the user among a pre-specified number of the match processings, and further performs a process of returning at least a portion of the rights to a state in which they are not granted, at least before performing the next of the plurality of match processings.
6. The game system according to claim 1, wherein the second data includes in-game value, and the first process gives the user who plays the game an effect game medium associated with the first effect in exchange for the consumption of the in-game value.
7. A method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium, wherein the battle game medium is associated with first data used for the battle process and second data used for giving a user the right to execute a first process that exerts a predetermined first effect on the battle process, the method including: a battle process step of executing the battle process using the first data associated with the battle game medium; a right-giving step of giving the user the right using the second data associated with the battle game medium; and a first process step of executing the first process corresponding to the right in response to an instruction from the user, and the first process step further includes a process of returning to a state where at least a part of the right is not given after executing the battle process executed in a state where the first effect corresponding to the right is exerted.
8. A program that causes one or more computers included in a game system that progresses a game including a battle process using a battle game medium to execute: a battle process step of executing the battle process using the first data associated with the battle game medium; a right-giving step of giving the user the right using the second data associated with the battle game medium; and a first process step of executing the first process corresponding to the right in response to an instruction from the user, and the first process step further includes a process of further executing a process of returning to a state where at least a part of the right is not given after executing the battle process executed in a state where the first effect corresponding to the right is exerted.
Citation Information
Patent Citations
Game system, game device, game processing method, and program
JP2020146165A