Game system, game control device, control method, program, and recording medium
The game system addresses inflation by allowing users to select difficulty levels and manage parameter changes, ensuring varied and engaging character development experiences.
Patent Information
- Application Number
- PCT/JP2025/013835
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-19
- Filing Date
- 2025-04-04
- Publication Date
- 2025-10-23
AI Technical Summary
Existing games experience a decline in interest due to inflationary states where users can maximize all object parameters without strategic choice, reducing development variety.
A game system that allows users to select difficulty levels and includes a difficulty management unit to make parameter changes more difficult at higher levels, maintaining challenge and variety in character development.
This approach prevents the homogenization of character development, maintaining user engagement by ensuring that higher difficulty levels provide more rewarding and varied outcomes.
Smart Images

Figure JP2025013835_23102025_PF_FP_ABST
Abstract
Description
Game system, game control device, control method, program, and recording medium
[0001] This application claims priority based on Japanese Patent Application No. 2024-068630, filed with the Japan Patent Office on April 19, 2024, the entire contents of which are incorporated herein by reference. The present invention relates to a game system, a game control device, a control method, a program, and a recording medium.
[0002] BACKGROUND ART Conventionally, there are known training games in which the game progresses through user operations to improve parameters such as the abilities of an object to be trained (for example, Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2021-133118
[0004] After a while after the launch of a game in which the above-described objects are developed, the game may experience a so-called inflationary state. In this case, some users may be able to raise almost all types of parameters to their maximum without having to choose which objects to develop (e.g., which types of parameters to increase). For example, there is a game in which users earn points during the game and spend those points to develop objects while choosing which abilities to improve. When inflation of earned points occurs in such a game, some users may be able to increase all of the object's abilities to their maximum without having to choose which abilities to improve. In this case, since there is no need to choose which objects to develop, the variety of development results may be reduced, which may reduce the interest of the game.
[0005] Therefore, one of the objects of the present invention is to effectively avoid a decline in interest due to game inflation.
[0006] A game system according to one aspect of the present invention is a game system that provides a game including a first game in which an object is developed by changing or setting parameters of the object based on user operation, and includes: a difficulty selection unit that selects one difficulty level from among a plurality of difficulty levels for the first game based on the user's difficulty selection operation; and a difficulty management unit that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game, the higher the difficulty level selected by the difficulty selection unit.
[0007] Another aspect of the present invention is a game control device that provides a game including a first game in which an object is developed by changing or setting parameters of the object based on user operation, and includes a difficulty selection unit that selects one difficulty level from a plurality of difficulty levels for the first game based on the user's difficulty selection operation, and a difficulty management unit that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game the higher the difficulty level selected by the difficulty selection unit.
[0008] A control method according to another aspect of the present invention is a control method for controlling a computer that provides a game including a first game in which an object is developed by changing or setting parameters of the object based on a user's operation, and includes a difficulty selection step of selecting one difficulty level from a plurality of difficulty levels for the first game based on the user's difficulty selection operation, and a difficulty management step of making it more difficult to change or set at least some of the parameters of the object during execution of the first game, the higher the difficulty level selected by the difficulty selection step.
[0009] 1 is a schematic block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. FIG. 1 is a diagram showing an example of a basic information setting screen for a main character. FIG. 2 is a diagram showing an example of a main information setting screen for a main character. FIG. 3 is a diagram showing an example of a main character's fielder ability data screen. FIG. 4 is a diagram showing an example of a main character's pitcher ability data screen. FIG. 5 is a diagram showing an example of a main character's extended ability data screen. FIG. 6 is a diagram showing an example of a main screen for a training mode. FIG. 7 is a diagram showing an example of a practice screen for a training mode. FIG. 8 is a diagram showing an example of an ability improvement screen for improving the basic abilities of a fielder in the case of Origin Rank 0. FIG. 9 is a diagram showing an example of an ability improvement screen for improving the basic abilities of a fielder in the case of Origin Rank 0. FIG. 10 is a diagram showing an example of an ability improvement screen for improving the basic abilities of a fielder in the case of Origin Rank 1. FIG. 11 is a diagram showing an example of an ability improvement screen for improving the basic abilities of a fielder in the case of Origin Rank 2. FIG. 12 is a diagram showing an example of experience points required to increase the ability value of "Meet" by "1" in the case of Origin Rank 0. FIG. 13 is a diagram showing an example of experience points required to increase the ability value of "Meet" by "1" in the case of Origin Rank 1. 1 is a diagram showing an example of experience points required to increase the ability value of "Meat" by "1" in the case of Origin Rank 2. A diagram showing an example of the relationship between Origin Rank and ability values of extended abilities. A diagram showing an example of an ability improvement screen for the main character to acquire special abilities. A diagram showing an example of an ability improvement screen for the main character to acquire extended abilities in the case of Origin Rank 0. A diagram showing an example of an ability improvement screen for extended abilities in the case of Origin Rank 1. A diagram showing an example of an overall evaluation screen for the main character. A diagram showing an example of an overall evaluation screen for the main character. A diagram showing an example of an overall evaluation screen when the player rank has reached the origin rank unlock border. A diagram showing an example of an overall evaluation screen when the origin rank unlock conditions have been met. A diagram showing an example of whether or not the initial values of the main character's parameters fluctuate.1 is a diagram showing an example of whether or not a lottery is held to acquire abilities exclusive to the training mode at the start of training. A diagram for explaining an example of the difference depending on origin rank when the "rest" command is used. A diagram showing an example of an order formation screen for My Team. A schematic functional block diagram showing an example of the functional configuration of the game system. A diagram showing an example of a user information table. A diagram showing an example of a character information table. A diagram showing an example of main character data. A schematic functional block diagram showing an example of the functional configuration of a control unit. A flowchart showing an example of processing by the game system. A flowchart showing an example of processing by the game system. A flowchart showing an example of processing by the game system. A flowchart showing an example of processing by the game system. A flowchart showing an example of processing by the game system.
[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0011] [1. Configuration of the Game System] Fig. 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 in the game system 1 are connected to each other via a network N such as the Internet so that data can be communicated between them. Here, since the multiple game terminals 10-n have the same configuration, when no particular distinction is needed, they will be simply referred to as "game terminal 10" in the following description.
[0012] The network N in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game terminals 10-n and the server 30 in the game system 1 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.
[0013] The gaming terminal 10 operated by a user is a computer used by the user to play a game. Examples of the gaming terminal 10 include a home gaming console (stationary or portable), a personal computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a tablet computer, a multi-function television receiver (a so-called smart TV), and an industrial (commercial) gaming machine installed in an amusement facility or the like.
[0014] The server 30 is, for example, a server computer. The server 30 associates information about the user's game with a user ID that uniquely identifies each user, and stores and manages the information in, for example, a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.
[0015] The game system 1 allows for computer battles (also referred to as CPU battles) and online battles. In online battles, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a competitive game via network N. In the case of online battles, for example, game terminals 10-1 and 10-2 matched by server 30 can directly communicate with each other via a P2P (Peer to Peer) connection or the like to play the competitive game. Alternatively, data exchange between game terminals 10-1 and 10-2 can be performed via server 30. Either method may be used to play the competitive game.
[0016] Communication between the game terminal 10-n and the server 30 can be realized, for example, by using HTTP (Hyper Text Transfer Protocol), which operates on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol specified by this system at a higher level.
[0017] On the other hand, communication between game terminal 10-1 and game terminal 10-2 connected by P2P or the like can be realized, for example, by UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model that is primarily implemented on the IP protocol. UDP is a communication method in which data is sent to the other game terminal without any data delivery confirmation or error correction, and therefore has the advantage of low data reliability but high data transfer speed. It is of course also possible to use existing protocols other than UDP for communication between game terminal 10-1 and game terminal 10-2, or to use new protocols that will be newly defined in the future.
[0018] Furthermore, for example, in a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band), multiple game terminals 10-n can communicate directly with each other to play competitive games, etc.
[0019] (Hardware Configuration of Game Terminal) Game terminal 10 mainly comprises a CPU (Central Processing Unit) 11, ROM (Read Only Memory) 12, RAM (Random Access Memory) 13, auxiliary storage device 14, communication unit 15, operation unit 16, display unit 17, and audio output unit 18, which are interconnected via bus lines including an address bus, a data bus, a control bus, etc. Note that, if necessary, an interface circuit, an image processing unit, a sound processing unit, etc. are interposed between the bus line and each component, but are not shown here.
[0020] The CPU 11 interprets and executes commands in the game program, and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for basic operational control of the game terminal 10. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.
[0021] The auxiliary storage device 14 is a storage device that stores game programs, various data, etc. As the auxiliary storage device 14, for example, a non-volatile semiconductor memory, a hard disk drive, a solid state drive, etc. can be used.
[0022] The communication unit 15 includes a communication interface (not shown) and has a communication control function for communicating data during game execution. The communication control function for data communication includes, for example, an Internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (e.g., the 2.4 GHz frequency band). The communication unit 15 transmits a connection signal for connecting the game terminal 10 to the network N based on a command from the CPU 11, and also receives information transmitted from the other party and supplies the information to the CPU 11.
[0023] The operation unit 16 is used by the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit with a touch interface (a component of a touch panel), physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. The operation unit 16 may also be configured to accept voice input by identifying voice input from a voice input unit such as a microphone.
[0024] The display unit 17 is driven based on image display commands from the CPU 11 and displays a game screen, etc. Various known display devices, such as a liquid crystal display or an organic electroluminescence (EL) display, can be used for the display unit 17. The display unit 17 can also be a touch panel, which combines a display device such as a liquid crystal display with a position input unit equipped with a touch interface. When the display unit 17 is configured as a touch panel, the game terminal 10 includes a touch input detection unit (not shown). When a pointer such as a finger or pen touches the screen, the touch input detection unit detects the coordinates of the contact position on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 17. The display unit 17 does not need to be integrated with the game terminal 10 and may be, for example, a television monitor externally connected to the game terminal 10. In this way, when the display unit 17 is an externally connected television monitor, the display unit 17 is not included in the configuration of the game terminal 10. The audio output unit 18 generates an analog audio signal based on a sound generation instruction from the CPU 11 and outputs audio and the like from a speaker.
[0025] Game terminal 10 may also be equipped with a recording medium drive. Examples of recording medium drives include DVD-ROM drives, CD-ROM drives, hard disk drives, optical disk drives, flexible disk drives, silicon disk drives, and cassette media readers. In this case, recording media include DVD-ROMs, CD-ROMs, hard disks, optical disks, flexible disks, and semiconductor memories. The recording medium drive reads image data, audio data, and program data from the recording medium and supplies the read data to RAM 13 or the like via a decoder.
[0026] (Hardware Configuration of Server) The server 30 mainly comprises a CPU 31, a ROM 32, a RAM 33, an auxiliary storage device 34, and a communication unit 35, which are interconnected via bus lines including an address bus, a data bus, a control bus, etc. Note that interface circuits are interposed between the bus lines and each component as needed, but are not shown here.
[0027] The CPU 31 interprets and executes commands from the system software and application software, and controls the entire server 30. The ROM 32 stores programs and the like necessary for basic operational control of the server 30. The RAM 33 stores various programs and data, and ensures a working area for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs, various data, and the like. For example, a hard disk drive or a solid state drive can be used as the auxiliary storage device 34.
[0028] The communication unit 35 includes a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, if the server 30 is configured as a system incorporated into a social networking service (SNS), the communication unit 35 of the server 30 controls communication with the SNS server. Furthermore, for example, the server 30 controls communication with a video distribution server that distributes game videos played by users to spectators. The server 30 may also be provided with a video distribution function.
[0029] The server 30 can be configured as a single computer, or can have a function-distributed configuration in which the functions of the server 30 are distributed among multiple servers. Alternatively, a load-distributed configuration can be achieved by providing multiple servers 30 on the network N for redundancy (multiplexing). The server 30 can also be configured as a cloud server using cloud computing technology.
[0030] The programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. Game terminal 10 or server 30 may be provided with a component (e.g., an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (e.g., an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0031] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
[0032] [2. Overview of an Example of a Game] An overview of an example of a game will be described below. In the baseball game of this embodiment, various game modes, including training and competition, are executed based on one or more objects (e.g., game characters, game cards, game items, etc.). Below, a baseball game based on baseball will be described as an example of a game executed on the game system 1, and other games will also be mentioned as necessary.
[0033] The baseball game of this embodiment includes various game modes, such as a training mode (an example of a first game), a battle mode (an example of a second game), a team training mode, an acquisition mode, and an enhancement mode. The training mode is a game mode in which a user trains a game character (an example of an object) to create their own original game character. In this embodiment, this training mode is sometimes referred to as a "success" mode. In this embodiment, the user can train a pitcher or fielder (including a catcher) character in the training mode. The original character trained by the user in the training mode can be used in other game modes, such as the battle mode and the team training mode. The battle mode is a game mode in which the user competes against an opposing team using a team formed using the original characters trained in the training mode. The team training mode is a game mode in which the user trains a team consisting of multiple player characters. The acquisition mode is a game mode in which the user can acquire characters (event characters, described below) that can be used when training the original character in the training mode. The enhancement mode is a game mode in which the user can enhance the event characters by, for example, combining the event characters acquired in the acquisition mode.
[0034] In this embodiment, the user can set the difficulty level of the game in the training mode. That is, the user can select one of multiple difficulty levels for the training mode based on a predetermined difficulty selection operation. The higher the difficulty level selected by the user, the more difficult it becomes to increase each ability item of the character's basic abilities (an example of a parameter) or to acquire special abilities (an example of a parameter) during the training mode. This makes it possible to avoid a situation where all of the character's ability items are increased to their maximum value and all of the special abilities are acquired, even if the game becomes in a state of inflation, by adjusting the difficulty level selected according to the user's level of proficiency in the game. In other words, this avoids a situation where the variety of training results is reduced, and effectively avoids a decrease in interest due to game inflation.
[0035] Furthermore, in this embodiment, the higher the difficulty level selected by the user, the more difficult it is to improve each ability item of the basic abilities, while at the same time providing benefits that make character development in the development mode more advantageous, thereby achieving a balance in the game. This provides a sense of satisfaction to the user. For example, instead of making it more difficult to improve basic abilities the higher the difficulty level selected by the user, the higher the evaluation value of the basic abilities (e.g., the evaluation per ability value "1") is increased, so that the evaluation of the character development results is more advantageous. This allows the higher the difficulty level, the more powerful the character can be developed, with a higher evaluation (assessment). Furthermore, for example, the higher the difficulty level, the higher the ability value of a specific ability (such as an extended ability, described below) of the character to be developed, is adjusted, so that the higher the difficulty level, the higher the ability value is, providing an advantage in game modes other than the development mode (where characters whose development has been completed are used).
[0036] An example of the training mode will be described in detail below. In the training mode, an original character to be trained (hereinafter referred to as the "protagonist character") practices baseball at a high school and is trained as a pitcher or fielder through various events. Note that the training mode of this embodiment provides multiple scenarios, with the protagonist character attending a different high school depending on the scenario. A scenario is a game story that unfolds as the game progresses. A scenario may include various elements related to the game story, such as the roles of characters appearing in the game, in-game effects, and in-game choices. The training of the protagonist character is completed upon completion of one scenario. Furthermore, after completing a scenario, the protagonist character can be repeatedly trained by starting the scenario again from the beginning. In other words, one scenario (starting and completing one scenario) is a unit for completing the training of one character to be trained. To increase the variety of scenarios available to the user, new scenarios may be added periodically or irregularly. In the game of this embodiment, the high school the protagonist character will attend is determined by the user selecting one of multiple scenarios.
[0037] When a scenario is selected, the user first sets basic information about the main character. FIG. 2 shows an example of a basic information setting screen G100 for the main character. The basic information setting screen G100 also serves as a setting screen for the "joining application" to join the high school baseball team of the selected scenario. The basic information that can be set includes the main character's name, name pronunciation, defensive position, dominant arm, batting form, and, in the case of a pitcher, pitching form. The basic information setting screen G100 includes an area A110 for setting the main character's name, an area A120 for setting the voice (pronunciation of the name), an area A130 for setting the defensive position, an area A140 for setting the dominant arm, and an area A150 for setting the batting form. For example, each area displays pre-set default basic information (e.g., the basic information previously set). The user can change the current settings by tapping the change button B111 provided in each area. The defensive position can be set from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. When setting the dominant hand, you can choose between right-handed and left-handed throwing. You can also choose between right-handed, left-handed, or switch-handed batting. When setting the batting stance, you can choose from several options, such as standard or open stance. In addition, for pitchers, you can choose from several pitching styles, such as overhand, sidearm, and underhand.
[0038] The basic information setting screen G100 also has an area A160 for setting an origin rank, which is an example of difficulty level. The origin rank at the time the user last started training is displayed as an initial value (default setting) in area A160. By tapping a change button B111 in area A160, the user can select any one of multiple selectable origin ranks and change the setting.
[0039] However, in this embodiment, not all users registered with the game system 1 can select and set an origin rank. A user cannot select and set an origin rank unless they satisfy a predetermined origin success unlocking condition (an example of a first unlocking condition). In other words, a user is permitted to select and set an origin rank, which indicates the game difficulty, only after they have become proficient in the game and are able to train characters with a certain level of evaluation. For example, the origin success unlocking condition is that the "team rank" of the user's team, which is formed using characters trained in the training mode, must be C rank or higher. The team rank of the user's team is based on the evaluation values (an example of evaluation) of the multiple players (characters trained in the training mode) that make up the user's team. Therefore, a user can select and set an origin rank only after they have trained multiple characters with a certain level of evaluation value and have satisfied the origin success unlocking condition.
[0040] 3 is a diagram showing an example of the main part of the basic information setting screen G100 when the origin success unlocking conditions are not met. As shown in FIG. 3, when the origin success unlocking conditions are not met, the area A160 for setting the origin rank displays information about the origin success unlocking conditions, such as "Unlocked at team rank C." In this case, the change button B111 provided in area A160 is displayed, for example, grayed out and cannot be operated. The game difficulty level in this case is set to the lowest level, i.e., no origin rank (origin rank 0).
[0041] The display area A101 of the basic information setting screen G100 displays the values of "team rank" and "team overall strength" of the user's personal team. Details of the team rank and team overall strength will be described later.
[0042] As shown in FIG. 2 , if the origin success unlock conditions are met, the change button B111 provided in area A160 can be operated. Tapping the change button B111 in area A160, for example, pops up an origin rank setting screen. FIG. 4 is a diagram showing an example of an origin rank setting screen G200. The origin rank setting screen G200 has buttons B201 corresponding to each of a plurality of origin ranks. If there are more buttons B201 than can be displayed on the origin rank setting screen G200, a scroll bar P210 is displayed, allowing the remaining buttons B201 to be displayed by scrolling the screen. In this embodiment, the game offers 11 origin ranks representing difficulty levels, from no origin rank (origin rank 0) to origin ranks 1 to 10. No origin rank is the lowest difficulty level, with origin ranks 1 to 10 increasing in difficulty. Currently, the highest difficulty level permitted in the game is origin rank 10, but difficulty levels for origin ranks 11 and above may be added in the future.
[0043] In this embodiment, not all users who satisfy the origin success unlocking conditions can select and set any origin rank from all 11 levels of origin ranks (0 to 10) available in the game. After satisfying the origin success unlocking conditions, only the lowest origin rank, 0, can be set. To be able to select and set subsequent ranks, a user must satisfy a specific origin rank unlocking condition (an example of a second unlocking condition). By satisfying the origin rank unlocking condition for rank n (n is a natural number greater than or equal to 1), the origin rank for rank n is unlocked, and origin ranks 0 to n become selectable. To be able to select an even higher origin rank (n+1), the origin rank unlocking condition for rank (n+1) must be satisfied. In other words, the origin ranks selectable by a user are limited depending on the user's level of proficiency in the game, and the user can only select and set an origin rank within the range of origin ranks permitted to be selected. Details of the origin rank unlocking conditions will be described later. As shown in FIG. 4, the button B201 corresponding to the unreleased origin rank is displayed, for example, in a grayed-out state and cannot be selected.
[0044] The user can select and set the origin rank by clicking one of the buttons B201 corresponding to the selectable origin ranks. When the user clicks the selectable button B201 to select and set the origin rank, or clicks the close button B220, the origin rank setting screen G200 is closed and the screen returns to the basic information setting screen G100 in FIG. 2.
[0045] By tapping the "Next" button B170 at the bottom of the basic information setting screen G100, the user determines the main character's basic information and origin rank, and then proceeds to setting up an event deck. Here, an event deck is a deck for setting up event characters who will be teammates with the main character and practice together at the high school the main character attends. An event character is a character that influences the main character's development (has a beneficial effect on the user) by triggering unique events during the main character's development process. There are multiple types of event characters with different attributes, such as "player," "girlfriend candidate (or manager)," "player and girlfriend candidate," and "partner." The user selects an event character to set in the event deck from among the event characters they own. Event characters can be acquired by lottery in the acquisition mode described above.
[0046] Event characters acquired by a user in the game are associated with the user ID and stored in a storage device (such as the database DB, auxiliary storage device 14, or auxiliary storage device 34) as characters owned by the user, and are managed by the game system 1. There is an upper limit on the number of event characters that each user can own. The basic upper limit is 50, but this limit can be extended by satisfying certain conditions. For example, by consuming a certain amount of in-game currency, the upper limit can be extended by 5. However, there is a set maximum limit, and there is a limit to the number of event characters that a user can own. A user can sell event characters that they own. If an event character is sold, it is converted into in-game currency or the like that can be used in the game.
[0047] In the aforementioned strengthening mode, the user can select one base character and one or more strengthening material characters from among the event characters they own, and strengthen the base character by combining the strengthening material characters with the base character. This strengthening process can increase the level of the event character selected as the base character or unlock its upper limit. On the other hand, an event character used as a strengthening material character will no longer be a character owned by the user.
[0048] When a base character is combined with an enhancement material character, the base character can acquire experience points associated with the enhancement material character. Each time the base character's experience points reach a threshold, the base character levels up. The higher the rarity of the event character used as an enhancement material character, the higher the associated experience points. For example, the relationship between rarity and experience points is as follows: rarity N = experience points "80", PN = "160", R = "320", PR = "640", SR = "1280", and PSR = "2560".
[0049] Here, the higher the base character's level, the greater the experience points required to level up. For example, the experience points required to raise a base character from level 1 to 2 are 40, from level 2 to 3 are 60, from level 3 to 4 are 90, and from level 4 to 5 are 120.
[0050] Each event character has a maximum level limit (maximum value) that can be increased, but the upper limit can be increased by unlocking the upper limit. The upper limit can be unlocked when certain upper limit unlocking conditions are met, such as the base character and the strengthening material character having the same name. For example, the upper limit can be unlocked up to five times per event character.
[0051] By selling or strengthening the event characters, the user can adjust the number of event characters owned by the user to within the upper limit. The game system 1 manages a list of event characters currently owned by the user and event characters owned by the user in the past as illustrated guide information. The user can then check the illustrated guide information on the screen at any time by performing a predetermined operation.
[0052] Before starting a scenario in the training mode, it is desirable for the user to raise the level of the event character in advance through the strengthening process. This is because the higher the level of the event character, the higher the increase in the main character's abilities through practice and the initial evaluation of the main character, allowing for advantageous development of the main character. In addition, multiple bonuses that produce various effects are associated with the event character. Each bonus is associated with the level of the event character at which the bonus is unlocked. If the level of the event character does not reach the level required to unlock the bonus, the effect of the bonus will not be activated. The higher the level of the event character, the more bonuses will be unlocked, allowing for advantageous development of the main character.
[0053] 5 is a diagram showing an example of the event deck setting screen G300. The display area A310 of the event deck setting screen G300 displays the deck name. The user can also pre-register the combination of event characters in the event deck before starting a scenario in training mode. The change button B311 is a button for changing the deck name.
[0054] Display area A312 displays event characters selected by the user and set in the event deck. For example, up to six event characters can be set in the event deck. Note that event characters are selected from the event characters owned by the user, but some of these can be selected from the event characters owned by other users (e.g., other users associated with the user). For example, depending on the type of scenario, the user may not own the event characters necessary to progress through that scenario advantageously. Even in such a case, if the user can select an event character owned by another user, the user can progress through the game advantageously in that scenario.
[0055] Display area A311 displays the rarity of each event character. Rarity indicates the difficulty of obtaining the character, and there are six types of rarity: "Normal (N)," "Powerful Normal (PN)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Powerful Super Rare (PSR)." The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when developing the main character, such as when an event occurs. In addition, display area A313 displays the level of each event character.
[0056] Additionally, each event character with the attribute "player" is associated with a favorite practice. When the event character practices the favorite practice together with the main character, the main character may experience an event in which they perform a special practice, or may gain more experience points than usual.
[0057] Display area A314 displays a list of the preferred practices of the event characters set in the event deck. Practice types include "batting," "muscle strength," "base running," "shoulder strength," "pitch speed," "control," "stamina," "curve ball," "defense," and "mental." When an event character is set in the event deck, the display area A315 displays the number of event characters with preferred practices. The example shown in FIG. 5 indicates that one event character has a preferred practice for batting, two event characters have a preferred practice for strength, one event character has a preferred practice for base running, one event character has a preferred practice for shoulder strength, and one event character has a preferred practice for mental strength. Note that one event character may have two or more preferred practices. When an event character with two or more preferred practices is set in the event deck, the total number displayed in display area A315 increases accordingly.
[0058] Once the event characters have been set in the event deck as described above, items that can be used in the training mode are selected. For example, items can be obtained by exchanging store medals earned as rewards for matches in the battle mode. For example, a user can bring a predetermined number of items (e.g., up to two) into the training mode game and use them. Types of items include items for increasing the event occurrence rate, items for restoring stamina, items for reducing the incidence of injury, and items for enabling the automatic experience point allocation process described below.
[0059] Once the selection of game items has been completed as described above, the scenario begins. Before explaining the contents of the scenario, the ability values of the main character will be explained. FIG. 6 is a diagram showing an example of a fielder ability data screen G400 for a main character trained as a fielder. In the case of a main character (player character) trained with an origin rank of 1 or higher, the origin rank is displayed in display area A401. In addition, the scenario (name of the high school) used for training is displayed in display area A402.
[0060] Display area A410 displays an image of the main character. Display area A411 displays the name of the main character. The name of the main character is determined when setting the main character's basic information, but can also be changed after training is complete. Display area A412 displays the number of the main character's position (defensive position). For example, for second baseman, "4" is displayed.
[0061] The batting form and dominant hand of the main character are displayed in display area A413. The position of the main character is displayed in display area A414. It is also possible to train the main character to be able to play defense in multiple positions, in which case multiple positions can be displayed.
[0062] The basic abilities of a fielder are displayed in display areas A415 to A421. The basic abilities displayed in display areas A416 to A421 are displayed in eight levels of evaluation rank: S, A, B, C, D, E, F, and G, with an ability value of 90 or higher being S, 80 to 89 being A, 70 to 79 being B, 60 to 69 being C, 50 to 59 being D, 40 to 49 being E, 20 to 39 being F, and 19 or less being G.
[0063] Display area A415 displays information about the basic ability "Trajectory," with the ability value being expressed as a number from 1 to 4. The higher the number, the higher the trajectory of the ball when batting, and the more likely it is to hit a home run. Display area A416 displays information about the basic ability "Meet," and the higher the "Meet" ability, the easier it is to make contact with the ball with the bat and hit a home run. Display area A417 displays information about the basic ability "Power," and the higher the "Power" ability, the more likely it is to hit a long hit when batting. Display area A418 displays information about the basic ability "Running Ability," and the higher the "Running Ability" ability, the faster the base running will be and the more likely it is to hit an infield hit. Display area A419 displays information about the basic ability "Arm Strength," and the higher the "Arm Strength" ability, the faster the ball can be thrown defensively. Display area A420 displays information about the basic ability "Defense Ability," and the higher the "Defense Ability" ability, the wider the defensive range will be. Display area A421 displays information about the basic ability "catching," and the higher the "catching" ability, the easier it is to catch the ball well defensively and the less likely an error will occur.
[0064] Display area A422 displays a list of special abilities related to fielders that the main character has acquired. In the example shown in Fig. 6, the main character has five special abilities: "Infield hits 0", "Pinch hit 0", "Inside hit 0", "Thress ◎", and "Stable form". In other words, the main character is likely to get infield hits, his ability value increases when he appears as a pinch hitter, he is good at hitting "inside hits", he can throw the ball accurately when playing defense, and he is in stable form.
[0065] Additionally, each time you tap part P430 at the top of the screen, you can switch between displaying the main character's "defensive ability data," "pitcher ability data," "extended ability data," "event deck information," etc.
[0066] FIG. 7 is a diagram showing an example of a pitcher ability data screen G500 for a main character trained as a pitcher. For a main character trained with an origin rank of 1 or higher, the origin rank is displayed in display area A501. The scenario (name of high school) used for training is displayed in display area A502. An image of the main character is displayed in display area A510. The name of the main character is displayed in display area A511. The number of the main character's position is displayed in display area A512. If the position is pitcher, 1 is displayed. The pitching form and dominant hand of the main character are displayed in display area A513. The position of the main character is displayed in display area A514.
[0067] Display area A515 displays the basic ability related to "ball speed," and displays the maximum ball speed when a fastball is thrown. The basic abilities displayed in display areas A516 and A517 are displayed in eight levels of evaluation rank, S, A, B, C, D, E, F, and G, in descending order of ability, with an ability value of 90 or higher being S, 80-89 being A, 70-79 being B, 60-69 being C, 50-59 being D, 40-49 being E, 20-39 being F, and 19 or less being G.
[0068] Display area A516 displays basic abilities related to "control," and the higher the "control" ability, the less likely a pitcher is to make a bad pitch and the easier it is to pitch the ball to the intended course. Display area A317 displays basic abilities related to "stamina," and the higher the "stamina" ability, the less likely a pitcher is to tire and the less likely their abilities will decline in the latter half of a game.
[0069] Display area A517 shows the types and amounts of curveballs that the main character has mastered, in addition to the straight pitch (straight ball). Five arrows displayed in display area A318 indicate the direction of the trajectory change of a curveball thrown by a right-handed pitcher as seen from the batter's side facing the pitcher. Curveballs are classified into five types, each with a 45-degree angle difference, depending on the direction in which the ball's trajectory changes: rightward (horizontally rightward), downward right, downward (vertically), downward left, and leftward (horizontally left).
[0070] 7 shows that the main character has mastered the breaking balls "slider," "curve," "fork," and "shoot" in addition to the straight ball (straight pitch). In other words, when using the main character in another game, the user can pitch a type of pitch selected from the pitches "straight," "slider," "curve," "fork," and "shoot."
[0071] The five arrows displayed in display area A517 also function as a gauge that indicates the amount of change in the curve of each curveball. Here, the amount of change in the curveball is one of the ability parameters of the main character, and indicates the amount of curvature of the curveball. In other words, it indicates the amount of change in the ball's trajectory when the main character throws a curveball. The amount of change is indicated on a seven-point scale from "1" to "7," with "1" being the smallest amount of change and "7" being the largest amount of change.
[0072] In the example shown in Figure 7, the main character has the ability to have a slider change of "5," a curve change of "3," a fork change of "4," and a shot change of "2."
[0073] Display area A519 displays a list of pitcher-related special abilities possessed by the main character. In the example shown in Fig. 7, the main character possesses four special abilities: "heavy ball," "strikeout," "tenacity," and "toughness." In other words, the main character can throw a heavy ball, is likely to strike out batters, can continue pitching with tenacity even when tired, and is not easily shaken even when a hit is made.
[0074] 8 is a diagram showing an example of the main character's extended ability data screen G600. The display areas A401, A402, A410 to A414 and part P430 of the extended ability data screen G600 are the same as those of the fielder ability data screen G400.
[0075] There are three types of enhanced abilities for the main character: "rank," "ability to attract customers," and "adjustment ability." The ability value for "rank" is displayed in display area A615, the ability value for "ability to attract customers" in display area A616, and the ability value for "ability to attract customers" in display area A617. The effects of the enhanced abilities are realized when the trained main character is used in battle mode.
[0076] The effect of "rank" is as follows. That is, the "rank" of the character controlled by the user (batter or pitcher) is compared with the "rank" of the opponent's character (the opposing pitcher if the user's control target is a batter, or the opposing batter if the user's control target is a pitcher). If the "rank" of the character controlled by the user is higher than the "rank" of the opponent's character by a predetermined amount (e.g., 10 or more), the basic abilities of the characters on the opponent's team can be reduced accordingly. On the other hand, if the "rank" of the opponent's character is higher than the "rank" of the character controlled by the user by a predetermined amount (e.g., 10 or more), the basic abilities of the characters on the user's team are reduced accordingly. If the "rank" of the batter is lower than the "rank" of the pitcher by a predetermined amount, the batter's "hit" and "power" abilities are reduced. Furthermore, if the "rank" of the pitcher is lower than the "rank" of the batter by a predetermined amount, the pitcher's "ball speed" and "ball deflection" are reduced, and the fielder's "running ability," "arm strength," "defensive ability," and "ball catching" abilities are reduced.
[0077] "Attraction" is an ability that increases the score bonus in versus mode matches. In versus mode matches, scores can be earned based on the performance of players during the match and the match results. By adding a character with the "Attraction" enhancement ability to your team's order, a bonus is applied to the score earned in versus mode matches. Specifically, for an "Attraction" ability value of "1," a bonus of "0.05%" is applied to the score earned in versus mode matches.
[0078] "Adjustment ability" is an ability that exerts an effect on the condition of a character used in a match in the battle mode. There are five types of condition: extremely poor, poor, average, good, and excellent, with the character's condition increasing in this order. A good condition (good or excellent) improves the character's abilities, with the better the condition, the greater the degree of improvement. A poor condition (poor or poor) reduces the character's abilities, with the worse the condition, the greater the degree of reduction. A character's condition is determined by lottery before the start of a match to one of the five types. For characters with adjustment ability, a condition-improving effect is activated with a predetermined probability. For characters with activated effects, their condition further improves from the determined condition. The higher the "adjustment ability," the higher the probability of activating the condition-improving effect, and the greater the likelihood of a significant condition improvement when the condition-improving effect is activated. Furthermore, during a match in the battle mode, the condition-improving effect is activated with a predetermined probability for characters with adjustment ability at specific times (e.g., when the user controls the character). A character who has activated the Condition Up effect during a match will enter a special condition called "The Zone," which is even better than peak condition. The higher the character's "Adjustment Ability" ability value, the higher the probability that the character's condition will enter the "Zone."
[0079] Display area A618 displays a list of "other" special abilities possessed by the main character. In the example shown in Fig. 8, the main character possesses the special ability "Mood 0". The special ability "Mood 0" has the effect of improving the team's mood (improving the hitting, power, and control abilities of the characters on the player's team).
[0080] Next, the details of the scenario content will be described. As mentioned above, multiple scenarios are prepared in the training mode, and the common content of these scenarios will be described. For example, each scenario consists of four sections, with sections 1 through 3 each consisting of 12 turns, and only section 4 consists of 15 turns. The user progresses through the game by selecting any command from multiple commands for each turn. For example, with each turn, one week of virtual time passes in the game, and the selected scenario progresses. During each turn, the user can select a practice item (or practice location) for the main character to practice, or can allow the main character to rest. Note that, because high school baseball preliminaries and high school baseball games at Koshien are included midway through the fourth section, if the player is defeated and eliminated, the fourth section may be forced to end.
[0081] In each turn of each section, in addition to the main character, multiple teammates and other characters appear, greatly affecting the main character's development. The characters that appear include event characters set in the event deck, event characters that are predetermined for that scenario, and other default characters (non-event characters). Note that the same characters as the event characters that are predetermined for that scenario can also be set in the event deck.
[0082] Furthermore, events that can occur in each turn include pre-events that occur before a command is selected by the user, and post-events that occur after a command such as practice or rest is selected and executed. Events that occur include scenario-specific scenario events, events by event characters set in the event deck, and events by event characters that are specific to the scenario and predetermined.
[0083] In scenario-specific scenario events, event characters that are predetermined for that scenario mainly appear. In events involving event characters set in the event deck, various unique events associated with that event character occur. Events may also occur depending on the combination of multiple event characters set in the event deck. The events that occur will differ depending on which event characters are set in the event deck.
[0084] Whether an event occurs before or after a command selection is predetermined based on the content of the scenario event and the event character, and the occurrence conditions for each event are determined by winning the event occurrence lottery. When these events occur, the main character receives a training effect according to the event that occurred. For example, when an event occurs, the main character can earn experience points necessary to increase the ability value of the main character or acquire a special ability.
[0085] (Main Screen of the Development Mode) FIG. 9 shows an example of a main screen 700 of the basic development mode, which has elements common to each scenario. Display area A701 displays the current section and current turn (the number of turns remaining in the current section). Display area A702 displays the protagonist's current grade, month, and week. Display area A703 displays the protagonist's current stamina gauge. If practice is selected during that turn, the stamina gauge decreases, and if a rest or date is taken, the stamina gauge increases. Display area A714 displays an icon indicating the protagonist's motivation parameter. The type of icon changes in multiple stages depending on the protagonist's motivation parameter and changes as events occur. Furthermore, selecting the menu button P704 displays a menu screen, allowing the user to check settings or pause the progression of the scenario.
[0086] Display area A705 displays the name of the main character and the current evaluation rank of the basic abilities. In the example shown in Fig. 9, the main character is trained as a fielder, so the current evaluation ranks of the aforementioned "trajectory," "contact," "power," "running ability," "arm strength," and "defensive ability" are displayed. If the main character is trained as a pitcher, "pitch speed," "control," "stamina," and "type and amount of curveball change" are displayed. In addition, an image P706 of the main character is displayed near display area A705.
[0087] During each turn, the user can select what to do that turn from multiple command options P707, P708, P711 to P713. Note that if the "ability improvement" option P710 is selected, the turn will not be consumed. Also, option P709 is a scenario-specific option whose content varies depending on the type of scenario, and some options consume a turn and some do not. Next, the content of each option will be explained.
[0088] If the "Rest" command option P707 is selected, the player will not practice that turn, but will instead rest and recover their stamina. The amount of stamina recovered will be determined by lottery. As will be described later, the processing when the "Rest" command is used may be different depending on whether the Origin Rank is "0" or "1 or higher."
[0089] When the "Practice" option P708 is selected, the screen transitions to a practice screen G800 in Fig. 10, which will be described later, and the user then selects one of several practice items (or practice locations). The details of the practice items will be described later.
[0090] When the "ability improvement" option P710 is selected, the user can use experience points earned through practice and events to change or set the abilities of the main character. In other words, this option P710 is selected to improve the main character's basic abilities or enhanced abilities or to acquire special abilities. When the "hospital visit" command option P711 is selected, the main character's illness, such as insomnia, is cured with a predetermined probability. When the "play" command option P712 is selected, the main character's stamina is restored and the main character's motivation parameter is increased by one level with a high probability. When the "date" command option P713 is selected, the main character's stamina is restored and experience points are granted to the main character depending on the execution of the "date" command.
[0091] (Training Mode Practice) Next, a case where the "Training" option P708 is selected will be described. FIG. 10 is a diagram illustrating an example of a training screen G800 in the training mode. Note that the example shown in FIG. 10 illustrates a screen in which a training session for "strength" is provisionally selected by the arrow P810. The display area A801 displays the remaining experience points acquired by the main character. Here, experience points refer to the points required to improve the main character's abilities. The display area A801 does not include experience points consumed by improving the main character's basic abilities or acquiring special abilities. There are five types of experience points: "strength," "agility," "technique," "curveball," and "spirit." The type and value of experience points acquired vary depending on the training session. As shown in FIG. 10, when a "strength" training session is selected, both "strength" experience points and "spirit" experience points are acquired. Furthermore, the display area A802 displays the amount of experience points gained by selecting that training session, allowing the user to select a training session while referring to the amount of experience points gained.
[0092] Display area A805 displays characters such as teammates who will participate in the practice. In other words, display area A805 displays characters such as teammates associated with the options for that practice item. Characters participating in the practice are randomly selected from the scenario-specific, predetermined event characters, event characters set in the event deck, and other default characters (such as managers and scouts). The more characters participating in the practice, the more experience points are likely to be obtained. Display area A806 displays a gauge showing the evaluation (or relationship level) of each character (including event characters, managers, and scouts) with respect to the main character. The longer the gauge, the higher the character's evaluation (higher the evaluation value) with respect to the main character. A character's evaluation value with respect to the main character increases when an event featuring that character occurs or when that character and the main character practice together. Here, a character's evaluation with respect to the main character may simply be referred to as the "character evaluation." The value of a character's evaluation with respect to the main character may also be referred to as the "character evaluation value."
[0093] The higher a character's evaluation of the main character, the more likely it is that a tip event will occur that allows the character to acquire tips on special abilities, and the greater the increase in experience points. Note that, as will be described later, acquiring tips on special abilities reduces the experience points required to acquire that special ability.
[0094] In addition, if the evaluation of an event character (hereinafter referred to as a "girlfriend candidate character") with the attributes of "girlfriend candidate" or "player and girlfriend candidate" reaches a predetermined value or above, the girlfriend candidate character may become the protagonist character's girlfriend, as described below.
[0095] Furthermore, if the manager's evaluation reaches a predetermined value or higher, the main character can be included in the starting lineup in games in the training mode, as will be described later. Also, as will be described later, the main character's draft ranking is determined by the scout's evaluation.
[0096] (Tips Event) Here, tips events will be explained. In the display area A805, a tips event icon P809 is associated with and superimposed on a teammate who is the target of a tips event. In addition, a tips event icon P809, which notifies the occurrence of a tips event, is also superimposed on a practice item in which a tips event will occur. In addition, by the main character practicing together with a teammate with whom the tips event icon P809 is associated (in other words, by selecting a "practice item option" with which the "teammate with whom the tips event icon P809 is associated"), a tips event will occur, and there may be a predetermined probability that the main character will be able to acquire a tips special ability.
[0097] Note that "the main character practices with a teammate" may be simply referred to as "practicing with a teammate." "Practicing with a teammate" means selecting an option for a practice item that is associated with a teammate.
[0098] Teammates who can cause a Tips event are basically event characters. Each turn, a lottery is held to determine whether or not a Tips event will occur for each event character who can cause a Tips event. The Tips that can be acquired (the type of special ability that is the target of the Tips) are determined randomly from among the target special abilities possessed by the event character that caused the Tips event. Tips have levels (in this embodiment, Lv. 1 to Lv. 5), and the higher the level, the fewer experience points the main character needs to acquire the target special ability.
[0099] For example, the experience points required to acquire a special ability are discounted by 30% at level 1 of the special ability knack, 50% at level 2, 60% at level 3, 70% at level 4, and 80% at level 5. For example, if you acquire the "Infield Hit XX" knack at knack level 1, the experience points required to acquire the "Infield Hit XX" special ability are discounted by 30%. Also, for example, if you acquire the "Pinch Hitter XX" knack at knack level 3, the experience points required to acquire the "Pinch Hitter XX" special ability are discounted by 60%.
[0100] Note that some event characters may offer tips on basic abilities. When a basic ability tip is acquired, the experience points required to improve the main character's basic ability scores, such as batting ability and pitching speed, are reduced. Basic ability tips also have levels. For example, the experience points required to acquire basic abilities are discounted by 2% at Level 1, 4% at Level 2, 6% at Level 3, 8% at Level 4, and 10% at Level 5. For example, if a player acquires the "batting" tip at Level 3, the experience points required to improve the "batting" ability score are discounted by 6%.
[0101] As described above, by acquiring tips on special abilities or basic abilities, it becomes possible to advantageously advance the development of the main character.
[0102] Here, the origin rank may not have any effect on the acquisition of tips, that is, the same control may be performed for the processing related to tips events regardless of the origin rank.
[0103] Alternatively, the Origin Rank may have an effect on the acquisition of tips. For example, the degree of experience point discount (discount amount or discount rate) given by tips may be increased as the Origin Rank increases. In this case, when a tip is acquired, the higher the Origin Rank, the lower the experience points required to acquire a special ability or improve basic abilities, which is advantageous.
[0104] Furthermore, as described below, if the initial value of experience points required to acquire a special ability (the value of experience points without tips) is set to be higher the higher the Origin Rank, the following configuration may be used. That is, the required experience points after reduction due to acquiring tips for a special ability may be the same for all Origin Ranks. For example, for a certain special ability A, the initial value of experience points required for Origin Rank 0 is "100," and the initial value of experience points required for Origin Rank 1 is "120." Then, for both Origin Ranks 0 and 1, the required experience points after reduction due to acquiring tips for special ability A are set to "70" for tip level 1, "50" for level 2, "40" for level 3, "30" for level 4, and "20" for level 5. In this case, the higher the Origin Rank, the higher the discount rate due to acquiring tips. The same applies for Origin Ranks 2 and higher.
[0105] In this embodiment, special abilities are classified into multiple categories, such as blue special abilities, gold special abilities, super special abilities, and red special abilities. Blue special abilities are special abilities that can produce advantageous effects. Gold special abilities are superior to blue special abilities and can produce more advantageous effects than blue special abilities. Super special abilities are superior to gold special abilities and can produce even more advantageous effects than gold special abilities. Red special abilities are special abilities that can produce disadvantageous effects, and may be acquired by the main character when a specified event occurs.
[0106] Here, blue special abilities and gold special abilities can be acquired using experience points without necessarily acquiring the tips. In contrast, acquiring the tips is required for super special abilities (one of the acquisition conditions). For example, to acquire the super special ability "True Artist," you must first acquire the lower-level gold special ability "Artist," and then acquire the tips for that "Artist." After acquiring the tips in this way, you can use the necessary experience points to acquire the super special ability "True Artist."
[0107] As a variation, if an origin rank is 0, a blue special ability or a gold special ability can be acquired without acquiring tips, but if an origin rank is 1 or higher, acquiring tips may be required to acquire a blue special ability or a gold special ability. For example, to acquire a certain blue special ability B, it may be necessary to acquire tips for that blue special ability B. Also, to acquire a certain gold special ability C, it may be necessary to acquire tips for that gold special ability C. In this case, it may be necessary to acquire tips for all blue special abilities and gold special abilities, or it may be necessary to acquire tips for only some of those special abilities.
[0108] As another variation, if the origin rank is 1 or higher, blue or gold special abilities can be acquired without acquiring tips, but if the origin rank is 0, acquiring tips may be required to acquire blue or gold special abilities. In this case, too, acquiring tips may be required for all blue or gold special abilities, or it may be required for only some of those special abilities.
[0109] When a Tip Event occurs, a lottery is held to determine whether the main character will acquire a tip for a special ability or whether they will earn experience points. In other words, the occurrence of a Tip Event may result in the acquisition of experience points instead of the acquisition of a tip. Here, when awarding experience points in a Tip Event, the game system 1 awards more experience points the higher the origin rank. For example, when the origin rank is 1 or higher, the game system 1 multiplies the experience points that would be awarded if the origin rank was 0 by a coefficient corresponding to the origin rank, correcting the experience points so that the higher the origin rank, the more experience points are awarded. Hereinafter, the coefficient corresponding to the origin rank will be referred to as the "origin coefficient."
[0110] The display area A807 displays the favorite practice associated with that teammate. If the ultimately selected practice matches the favorite practice, the player will receive benefits that are advantageous to the development of the main character, such as gaining more experience points. Favorite practices are displayed for event characters set in the event deck, and are not displayed for scenario-specific, predetermined event characters (except those set in the event deck) or other default characters. It is possible to practice with up to five teammates, and the teammate combinations associated with each practice item are drawn by lottery each turn.
[0111] Furthermore, if there is an event character among the teammates practicing together whose favorite practice matches the selected practice and whose evaluation value relative to the main character is equal to or greater than a predetermined value, a special practice called special tag practice will be performed. When special tag practice is performed, more experience points can be earned than usual.
[0112] Display area A808 displays the injury rate when that practice is selected. The higher the injury rate, the higher the probability that the main character will be injured when the practice is performed. If the main character is injured, they will not gain experience points even if they perform the practice. The lower the current physical strength, the higher the injury rate. While referring to the injury rate, the user can select the back button P504 as needed to return to the main screen G700 of Figure 9 and reselect a command such as "Rest."
[0113] Each of the options P811 to P816 allows the user to select a different practice item (type of practice). For example, when the user taps one of the options P811 to P816, the practice item corresponding to the tapped option becomes provisionally selected. An arrow P810 is displayed below the option for the provisionally selected practice item. When the user taps an option for a practice item different from the currently provisionally selected practice item, the tapped option becomes provisionally selected. By tapping the option for the currently provisionally selected practice item again (i.e., by tapping twice consecutively), the selection of the practice item is confirmed, and the confirmed practice item is performed. In addition, each of the options P811 to P816 displays the level of the respective practice. By selecting the same practice item multiple times, the level of the practice increases, and the higher the practice level, the more experience points can be obtained.
[0114] When the "Strike" option P811 is selected, the experience points required to increase "Meat," one of the main character's basic abilities, are obtained. Specifically, experience points for "Strength," "Technique," and "Spirit," which are displayed in the display area A801, are obtained. When the "Strength" option P812 is selected, experience points for "Strength" and "Spirit" are obtained.
[0115] When the "base running" option P813 is selected, the experience points required to increase "running ability," one of the main character's basic abilities, are obtained. Specifically, experience points for "muscle strength" and "agility" are obtained. When the "shoulder strength" option P814 is selected, the experience points required to increase "shoulder strength," one of the main character's basic abilities, are obtained. Specifically, experience points for "muscle strength," "agility," and "technique" are obtained.
[0116] When the "Defense" option P815 is selected, the experience points required to increase "Defense," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Agility," "Technique," and "Spirit." When the "Mental" option P816 is selected, the main character's physical strength is restored and experience points are obtained for "Technique" and "Spirit."
[0117] Note that the example shown in FIG. 10 is an example of training the main character as a fielder, whereas when training the main character as a pitcher, the practice items for options P811 to P816 are different, with combinations of "pitch speed," "control," "stamina," "curveball," "defense," and "mentality." The types of experience points are the same as when training the main character as a fielder. Similarly, when training the main character as a pitcher, the types and values of experience points gained vary depending on the practice item. For example, when training "control," experience points for "technique" and experience points for "mentality" are gained.
[0118] When the "ball speed" option is selected, the experience points required to increase "ball speed," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "strength," "technique," and "spirit," which are displayed in display area A801. When the "control" option is selected, the experience points required to increase "control," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "technique" and "spirit," which are displayed in display area A801.
[0119] When the "Stamina" option is selected, the experience points required to increase "Stamina," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Strength" and "Spirit," which are displayed in display area A801. When the "Curveball" option is selected, the experience points required to increase the type and amount of change of "Curveball," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Technique," "Curveball," and "Spirit," which are displayed in display area A801.
[0120] When the "Defense" option is selected, experience points for "Agility," "Technique," and "Spirit" displayed in display area A801 are obtained. When the "Mental" option is selected, the main character's physical strength is restored and experience points for "Technique" and "Spirit" displayed in display area A801 are obtained.
[0121] (Experience Points Earned by Event Occurrence) Next, the relationship between experience points earned by events occurring during the game and origin rank will be described. Each event character is associated with a unique event that can occur. The experience points earned when an event associated with an event character set in the event deck (referred to as an "event character event") occurs are proportional to the origin rank, and the higher the origin rank, the greater the experience points earned. For example, when the origin rank is 1 or higher, the game system 1 multiplies the experience points awarded by the occurrence of an event character event when the origin rank is 0 by an origin coefficient, correcting the experience points awarded so that the higher the origin rank, the greater the experience points awarded. Note that the type and amount of experience points earned vary depending on the event character event that occurs. The amount of experience points may be calculated by multiplying the origin coefficient and a coefficient corresponding to the event character event.
[0122] The higher the origin rank, the greater the experience points that can be earned when an event character event occurs, with all event character events being the target. Alternatively, the higher the origin rank, the greater the experience points that can be earned when an event character event occurs, with only some of the event character events being the target. For example, the higher the origin rank, the greater the experience points that can be earned when a predetermined specific event character event occurs, with only a predetermined specific event character event being the target. Alternatively, when an event character event occurs, a lottery is held with a predetermined probability, and if the lottery is won, the higher the origin rank, the greater the experience points that can be earned in that event character event.
[0123] When a girlfriend candidate character is set in the event deck, the girlfriend candidate character becomes the protagonist character's girlfriend by satisfying certain conditions. In other words, the protagonist character and the event character who has become the girlfriend are associated. An example of the certain condition is selecting a certain option (the correct option) from the options presented in a "confession event" that occurs with a certain probability when the girlfriend candidate character's evaluation is above a certain value. This is just one example, and other conditions may also be used as the certain condition for becoming the girlfriend. When the protagonist character has a girlfriend, various benefits are obtained. For example, the player becomes able to select the aforementioned "date" option P413 (execute the date command). Furthermore, when an event associated with the girlfriend candidate character occurs, if the character has become the girlfriend, the player will recover more stamina and earn more experience points than if the character has not become the girlfriend.
[0124] For example, if a "Valentine's Day" or "Christmas" event (corresponding to the event character event mentioned above) occurs, the following will happen. In other words, if a girlfriend candidate character becomes your girlfriend, you will recover more stamina and gain more experience points than if you are not your girlfriend. Furthermore, a correction is made by the origin coefficient so that the higher your origin rank, the more experience points you can gain, in proportion to your origin rank.
[0125] Furthermore, various events other than event character events occur during the progression of the game in the training mode. Some events occur based on probability, while others are guaranteed to occur. Furthermore, for events other than event character events, the experience points that can be earned when an event occurs may be greater the higher the origin rank. In this case, all events may be targeted, or only some of them may be targeted, and the experience points that can be earned when an event occurs may be greater the higher the origin rank. For example, when various events occur, a lottery may be held based on a predetermined probability, and if the lottery is won, the experience points that can be earned for that event may be greater the higher the origin rank. Alternatively, for example, only certain predetermined events may be targeted, and the experience points that can be earned when that specific event occurs may be greater the higher the origin rank.
[0126] For example, there is a "New Year's Shrine Visit Event" that occurs regularly during the first week of January when the main character is in their second year. The experience points that can be earned in this "New Year's Shrine Visit Event" are proportional to the Origin Rank, and the higher the Origin Rank, the more experience points can be gained.
[0127] As a variation, when a specific event (including an event character event) occurs, the amount of experience points that can be acquired in that event may differ depending on whether the main character has a girlfriend or not. For example, if the main character has a girlfriend and has an origin rank of 1 or higher, the experience points that can be acquired in the event may be significantly increased compared to an origin rank of 0. Furthermore, a correction is made using the origin coefficient so that the higher the origin rank, the more experience points can be acquired in proportion to the origin rank. On the other hand, if the main character does not have a girlfriend, a fixed effect is generated regardless of the origin rank, and no correction is made using the origin coefficient.
[0128] As described above, it is preferable to apply a correction to the experience points that can be earned in events related to event characters (experience points earned in the aforementioned tips event and experience points earned through various events) so that the higher the origin rank, the more experience points can be earned. This means that the higher the origin rank, the more experience points are required to increase basic abilities, making it more difficult to increase basic abilities, but the more experience points can be earned in events related to event characters, so it is possible to effectively avoid a decrease in the value of the event characters.
[0129] (Games in the Development Mode) Next, a game executed in the development mode will be described. Starting midway through the fourth section of the development mode, high school baseball preliminaries and high school baseball games at Koshien are played. In addition to these, practice games are also played. In these development mode games, the user's high school team, including the main character and teammates, competes against an opposing high school team in a baseball game. The game proceeds automatically based on an AI program (artificial intelligence program), while the user is given opportunities to control batting and pitching at key points. Before the game begins, options regarding user operation are presented. For example, options are presented such as "control only the main character," "control all at-bats during chances," "control during pinch and chance situations," "control all pitching and batting from the eighth inning onward," and "no user operation, leave everything to the computer." The user can select any option to play the game. The user's operations can be those of known baseball games. For example, the batting operation involves moving a contact cursor to the position of the pitched ball and specifying the timing of the batting. Also, for example, a pitching operation is an operation of selecting a pitch type, specifying a pitching position, and specifying the timing of releasing the ball.
[0130] Experience points can be earned after a match depending on the outcome of the match (win or loss, how well the players performed during the match, etc.). If the manager's evaluation of the main character is below a certain value, the main character may be removed from the starting lineup and become a bench player. If the main character becomes a bench player, he or she will generally earn fewer experience points after the match than if he or she were a starting member (however, there are exceptions due to the use of specific items, which will be described later).
[0131] Furthermore, if an event character with a "match experience point bonus" is set in the event deck, the experience points earned after the match may be increased. For example, if an event character with a match experience point bonus of "10%" is set in the event deck, the experience points earned after the match will be increased by 10%.
[0132] The experience points acquired after a match are proportional to the origin rank, and the higher the origin rank, the greater the amount of experience points acquired. For example, when the origin rank is 1 or higher, the game system 1 multiplies the experience points that would be acquired when an event character event occurs when the origin rank is 0 by an origin coefficient, correcting the amount of experience points acquired so that the higher the origin rank, the greater the amount of experience points acquired.
[0133] (Specific items that have an effect in games) One of the items that can be brought in before starting training is a specific item that has an effect in games in training mode. An example of this specific item is the "Baseball God's Amulet." By bringing in the "Baseball God's Amulet" before starting training, the effect is that teammates will be in top form in every game and the experience points earned after the game will increase by 20%. Furthermore, even if the main character is a bench player, there is also the effect that he or she will be able to earn the same experience points as if he or she were a starting member.
[0134] Furthermore, the "Baseball God's Amulet" has the effect of expanding the Nice Pitch Zone in Koshien matches (and some matches in the training mode). The wider the Nice Pitch Zone, the easier it is to specify the timing of the ball's release. The operation of specifying the timing of the ball's release is performed using a timing gauge, which moves a moving element at a constant speed. The Nice Pitch Zone is set up as part of the timing gauge, and if you can specify the timing for the moving element to stop in the Nice Pitch Zone, you can make a pitch that is the most difficult to hit.
[0135] Furthermore, the "Baseball God's Amulet" has the effect that in games other than Koshien (some games in the training mode), no options for user operation before the game are displayed, and the game result is guaranteed to be a victory and a great performance. In other words, in games other than Koshien, the effect is achieved that the game is guaranteed to be won without user operation (i.e., the time required for operation can be reduced), and the maximum experience points that can be acquired in the game can be obtained.
[0136] (Experience Points Earned Based on Draft Rank) The protagonist character's draft rank is determined by the scout's evaluation. For example, a scout's evaluation value of 45 to 64 results in "sixth place," 65 to 84 results in "fifth place," 85 to 104 results in "fourth place," 105 to 124 results in "third place," 125 to 144 results in "second place," and 145 or higher results in "first place." The higher the draft rank, the more experience points the protagonist character can earn. For example, if the draft rank is "sixth place," the protagonist character can earn 10 experience points each for strength and technique (20 points total). If the draft rank is "fifth place," the protagonist character can earn 10 experience points each for strength, technique, and agility (or, for a pitcher, a curveball) (30 points total). If the draft rank is "fourth place," the protagonist character can earn 10 experience points each for strength, agility (or, for a pitcher, a curveball), technique, and spirit (40 points total). If the draft ranking is "3rd place," the player will receive 20 points of each of the four types of experience points (80 points in total); if "2nd place," the player will receive 30 points of each of the four types of experience points (120 points in total); and if "1st place," the player will receive 40 points of each of the four types of experience points (160 points in total).
[0137] The experience points that can be acquired according to the draft ranking are proportional to the origin rank, and the higher the origin rank, the greater the amount of experience points. For example, when the origin rank is 1 or higher, the game system 1 multiplies the experience points that can be acquired according to the draft ranking when the origin rank is 0 by an origin coefficient, correcting the amount of experience points that can be acquired according to the draft ranking when the origin rank is 0, so that the higher the origin rank, the greater the amount of experience points that can be awarded.
[0138] Next, we will explain the procedure for reflecting the experience points gained through the above-mentioned practice, events, matches, and draft rankings in the basic abilities, special abilities, and extended abilities. When the "ability improvement" option P710 is selected on the main screen G700 shown in Figure 9, the screen transitions to an ability improvement screen for changing or setting the abilities of the main character.
[0139] (Increasing the Main Character's Abilities) Figures 11 and 12 are diagrams showing an example of the ability improvement screen G900-0 for increasing the basic abilities of fielders in the case of "Origin Rank 0." Figure 11 shows the screen immediately after transitioning to the ability improvement screen G900-0, and no experience points have yet been allocated. Figure 12 shows the screen after an experience point allocation operation has been performed.
[0140] Tabs T921 to T923 provided at the top of the ability improvement screen G900-0 are tabs for switching the setting target of the main character's abilities to "pitcher ability," "fielder ability," or "extended ability." In FIGS. 11 and 12, tab T922 is selected, so "fielder ability" is the setting target. In addition, the ability improvement screen G900-0 has tabs T931 and T932 for switching the setting target of the main character's abilities to "basic ability" or "special ability." In FIGS. 11 and 12, tab T931 is selected, so "basic ability" is the setting target.
[0141] Display area A901 displays the evaluation rank and ability value of each basic ability before the ability is increased, while display area A902 displays the evaluation rank and ability value of each basic ability after the ability is increased.
[0142] Display area A903 displays the currently acquired experience points for each type ("strength," "agility," "technique," "curveball," and "spirit") that have not been used to allocate to improve the main character's abilities. By allocating the experience points displayed in display area A903 to basic abilities, special abilities, or extended abilities, the ability values of the main character's basic abilities or extended abilities can be increased or special abilities can be acquired. Allocating experience points means associating (or using or consuming) the experience points required to change or set a basic ability, extended ability, or special ability with the ability items that make up that ability, either once or multiple times. Experience points used through allocation are subtracted from the experience points displayed in display area A903.
[0143] A list of basic abilities is displayed in display area A904, along with the amount of experience points required to increase the ability value of each basic ability by 1. If there are more ability items for basic abilities than can be displayed in display area A904, a scroll bar P912 is displayed, allowing information on all ability items to be displayed by scrolling the screen. In this way, by determining the type and amount of experience points required to increase the ability value of each basic ability, a wide variety of ways to allocate experience points are possible. An up button P907 is displayed corresponding to each ability item, and by operating this up button P907, experience points can be used to increase the ability value of the corresponding ability item.
[0144] FIG. 12 illustrates the case where the "Meat" and "Power" up buttons P607 in FIG. 11 are operated once each. That is, FIG. 12 illustrates the case where an allocation operation is performed to increase each of the "Meat" and "Power" ability scores by "1." The same component numbers are used for components that overlap between FIG. 11 and FIG. 12 , and their descriptions are omitted (the same applies to the other figures). In the example of FIG. 11 and FIG. 12 , when the "Meat" up button P907 is operated once, the experience points required to increase the "Meat" ability score by one (Strength: "1," Technique: "6," and Spirit: "4") are used, thereby increasing the "Meat" ability score from "22" to "23." Similarly, when the "Power" up button P907 is operated once, the experience points required to increase the "Power" ability score by one (Strength: "12," Technique: "4") are used, thereby increasing the "Power" ability score from "33" to "34." In Figure 12, compared to Figure 11, the ability values for "Meet" and "Power" in display area A902 have increased, and the experience points for "Strength," "Technique," and "Spirit" in display area A903 have decreased.
[0145] In this way, for each ability item (type) of basic ability, at least one of the type (combination of types) of experience points required to improve the ability or the amount of experience points required is different. Furthermore, the ability value of the corresponding ability item can be increased in stages depending on the number of times the Up button P607 is operated. For example, if the Up button P607 for "Meat" is operated 10 times, the ability value of "Meat" can be increased by 10. The same applies to other ability items.
[0146] 12, a down button P951 is displayed for an ability item for which the up button P907 has been operated. Operating the down button P951 once can decrease the ability value of the target ability item by 1 (and thereby return the allocated experience points). Until the allocation of experience points is finalized, the up button P907 or down button P951 for each ability item can be freely operated within the current range of available experience points.
[0147] Similarly, to increase the main character's "Trajectory" ability score, experience points for "Strength," "Technique," and "Spirit" are used. To increase the "Running Ability" ability score, experience points for "Strength," "Agility," and "Technique" are used. To increase the "Arm Strength" ability score, experience points for "Strength," "Agility," and "Technique" are used. To increase the "Defense Ability" ability score, experience points for "Agility," "Technique," and "Spirit" are used. To increase the "Catching" ability score, experience points for "Agility" and "Spirit" are used.
[0148] As described above, by allocating experience points to an ability item selected by the user on the ability improvement screen G900-0, it becomes possible to manually improve the ability value of that ability item.
[0149] Furthermore, by operating the automatic allocation button P910, an automatic allocation process is executed. In this automatic allocation process, the game system 1 allocates experience points to selected basic abilities and special abilities according to predetermined rules, thereby increasing the ability values of the basic abilities or acquiring special abilities. In this embodiment, the automatic allocation process can be executed when a certain condition is met, that is, the game items selected before the start of the scenario include a specific item that allows the automatic allocation process.
[0150] The allocation of experience points, whether manually or through the automatic allocation process, is not finalized until the Confirm button P911 is operated. In other words, until the Confirm button P911 is operated, the allocation is provisional, and the consumption of experience points is not finalized. For example, by operating the Reset button P909, the allocation of experience points at that time can be canceled all at once, and the experience points used after transitioning to the ability improvement screen can be returned to an unused state. By operating the Confirm button P911 after the experience points have been allocated, the allocation of experience points (i.e., the consumption of experience points) is finalized, and the settings for changing the main character's abilities are finalized. Furthermore, by operating the Back button P908, the screen returns to the previously displayed main screen G700 (see FIG. 9 ).
[0151] The display area A940 displays the name of the main character and their current player rank (the player rank at the time of transition to the ability improvement screen, that is, the player rank before the allocation of experience points is reflected). A player rank gauge P970 is also displayed on the right side of the display area A940. This player rank gauge P970 indicates how the player rank will change assuming that the current allocation of experience points is reflected. The left end of the player rank gauge P970 displays the player rank before the rank-up, and the right end displays the player rank after the rank-up. As experience points are used, the gauge end of the player rank gauge P970 moves to the right. When the gauge end reaches the right end, the player rank is upgraded. The player rank is actually upgraded after the confirm button P911 is operated to confirm the allocation of experience points. After the gauge end of the player rank gauge P970 reaches the right end, the gauge end is reset to the left end, and the player ranks displayed at the left and right ends of the player rank gauge P970 are updated to the next higher rank.
[0152] (Basic Ability Cap) Each ability value in a basic ability category has a basic cap (maximum value), and ability values cannot be increased beyond the basic cap. However, by satisfying certain cap-breaking conditions, the cap of the ability value of a basic ability (excluding trajectory) can be increased above the basic cap (this is called "cap-breaking"). The cap-breaking condition is to set an event character with the effect of "basic ability cap increase" for a specific ability item in the event deck. Different event characters can break through the cap for different ability items. In addition, the degree to which the cap can be increased varies depending on the event character. For example, there are event characters whose caps can be increased by +1, +2, +4, +6, +8, +10, or +12. For example, if an event deck contains an event character with the effect of increasing the basic ability cap by "+4 for meat" and an event character with the effect of increasing the basic ability cap by "+8 for meat," the cap for "meat" will be "+12."
[0153] 11, a label P960 reading "Limit +12" is displayed under "Meat" in display areas A901 and A902. This indicates that the upper limit of the ability score for "Meat" is "+12" higher than the basic upper limit because an event character with the effect of increasing the basic ability limit is set in the event deck.
[0154] In this embodiment, the basic upper limit of basic abilities differs between Origin Rank 0 and Origin Rank 1 or higher, as shown below. For Origin Rank 0, the basic upper limit of ability values for basic abilities (excluding trajectory) is "100." Therefore, when an event character with the effect of increasing the basic ability upper limit is set in an event deck, the limit break (upper limit increase) value is "101" or higher. As in the example of Figure 12, if "Meat" is "upper limit + 12" at Origin Rank 0, the meat ability can be increased up to a maximum of "112."
[0155] On the other hand, for Origin Rank 1 or higher, the basic upper limit of the ability value of basic abilities (excluding trajectory) is "80." Therefore, when an event character with the effect of increasing the basic ability upper limit is set in an event deck, the limit break (upper limit increase) value will be "81" or higher. As shown in the examples of Figures 13 and 14 described below, if Origin Rank 1 or higher and "Meat" is "upper limit + 12," it is possible to increase the meat ability up to a maximum of "92."
[0156] Furthermore, the upper limit for "Trajectory," which cannot be broken through, is "4" regardless of the Origin Rank.
[0157] The condition for breaking through the upper limit is not limited to the above condition, and other conditions may be set. For example, the condition for breaking through the upper limit may be the use of an item that has the effect of breaking through the upper limit of a specific ability item.
[0158] The following describes the case where the origin rank is 1 or higher. Figure 13 is a diagram showing an example of the ability improvement screen G900-1 for improving the basic abilities of a fielder in the case of "Origin Rank 1." In the case of Origin Rank 1, the experience points required to improve the basic abilities are four times the experience points required in the case of Origin Rank 0.
[0159] In the case of Origin Rank 0 illustrated in FIG. 12 , when the "Meat" up button P907 is operated once, experience points for strength "1", technique "6", and spirit "4" are used, and the ability value of "Meat" increases by one, from "22" to "23". In contrast, in the case of Origin Rank 1 illustrated in FIG. 13 , when the "Meat" up button P907 is operated once, experience points for strength "4", technique "24", and spirit "16" are used, and the ability value of "Meat" increases by one, from "22" to "23". In this way, in the case of Origin Rank 1, the experience points required to increase the ability value of "Meat" by one are four times as many as in the case of Origin Rank 0.
[0160] 12, when the "power" up button P907 is operated once, experience points for strength "12" and technique "4" are used, and the ability value of "power" increases by one, from "33" to "34." In contrast, when the "power" up button P907 is operated once, experience points for strength "48" and technique "16" are used, and the ability value of "power" increases by one, from "33" to "34." In this way, when the origin rank is 1, the experience points required to increase the ability value of "power" by one are four times as many as when the origin rank is 0.
[0161] Similarly, for other ability items in a fielder's basic abilities ("Trajectory," "Running Ability," "Arm Strength," "Defense," and "Catching"), if the player has an Origin Rank of 1, the experience points required to increase the ability value will be four times the experience points required if the player has an Origin Rank of 0.
[0162] 14 is a diagram showing an example of the ability improvement screen G900-2 for improving the basic abilities of a fielder in the case of "Origin Rank 2." In the case of Origin Rank 2, the experience points required to improve the basic abilities are 1.75 times the experience points required for Origin Rank 1 (7 times the experience points required for Origin Rank 0).
[0163] 14, in the case of Origin Rank 2, when the "Meat" up button P907 is operated once, experience points for strength "7", technique "42", and spirit "28" are used, and the ability value of "Meat" increases by one, from "22" to "23". Also, when the "Power" up button P907 is operated once, experience points for strength "84" and technique "28" are used, and the ability value of "Power" increases by one, from "33" to "34". In this way, even for an increase in the same ability value for the same ability item, the experience points required for an Origin Rank of 21 are 1.75 times that required for an Origin Rank of 1.
[0164] Similarly, for other ability items in a fielder's basic abilities ("Trajectory," "Running Ability," "Arm Strength," "Defense," and "Catching"), the experience points required to increase an ability value for an Origin Rank of 2 are 1.75 times the experience points required for an Origin Rank of 1 (7 times the experience points required for an Origin Rank of 0).
[0165] Here, it is assumed that the experience points available for use on the ability improvement screens G900-0 to G900-2 in Figures 12 to 14 are the same. That is, the experience points available for use in Figures 12 to 14 are "100" for strength, "100" for agility, "130" for technique, "0" for curveball, and "110" for spirit, as displayed in the display area A903 in Figure 11 . In the case of Origin Rank 1 in Figure 13 , the experience points required to improve ability values are greater than those required for Origin Rank 0, and therefore the unused experience points displayed in the display area A903 after allocation are less than those required for Origin Rank 0 in Figure 12 . Meanwhile, the evaluation (assessment) of the training results is basically based on the required experience points. Therefore, if the abilities of the main character are the same, the evaluation of the training results will be higher for Origin Rank 1, which requires more experience points to improve abilities, than for Origin Rank 0. Therefore, the gauge end of the player rank gauge P970 for origin rank 1 in FIG. 13 moves further to the right than the gauge end of the player rank gauge P970 for origin rank 0 in FIG. 12, and is approaching an increase in player rank.
[0166] In the case of Origin Rank 2 in Figure 14, the experience points required to increase the ability value are greater than in the case of Origin Rank 1, so the unused experience points after allocation displayed in display area A903 are even less than in the case of Origin Rank 1. On the other hand, the higher the Origin Rank, the higher the value in evaluating the ability, and for the same ability value, the evaluation of the main character's training results will be higher. In the example of Figure 14, the player rank of the main character has been ranked up, and the player rank at the left end of the player rank gauge P970 is now rank "F," one rank higher than in Figure 13.
[0167] Similarly, for Origin Rank 3, the experience points required to increase basic abilities are 1.75 times the experience points required for Origin Rank 2 (12.25 times the experience points required for Origin Rank 0). In this way, for Origin Rank 2 or higher, the experience points required to increase basic abilities are 1.75 times the experience points required to increase basic abilities at the next lower Origin Rank. In other words, for Origin Rank m (m is a natural number greater than or equal to 2), the experience points required to increase basic abilities are 4 x 1.75^(m-1) times the experience points required for Origin Rank 0. Here, "^" indicates a power.
[0168] 11 to 14 show the case where the main character is trained as a fielder, but when trained as a pitcher, the basic abilities are replaced with "pitch speed," "control," and "stamina." Also, a selection button for setting the type and amount of change of a curveball is added, and when that selection button is selected, the type of curveball can be selected. In this case, the type and amount of experience points required to increase the change of that curveball by "1" are also displayed, and the change of the curveball can be increased by consuming currently acquired experience points.
[0169] 15 to 17 are diagrams showing an example of the experience points required to increase the ability value of the basic ability "Meat" by "1." FIG. 15 shows the case of Origin Rank 0, FIG. 16 shows the case of Origin Rank 1, and FIG. 17 shows the case of Origin Rank 2.
[0170] 15 to 17, the higher the ability value of the main character's basic ability, the more experience points are required to increase the ability value by "1". In this embodiment, an example is shown in which the required experience points increase stepwise every time the ability value of the main character's basic ability increases by 10. If the main character's meat ability value is the same, the experience points for each of "strength", "technique", and "spirit" required to increase the ability value by "1" are four times as many for Origin Rank 1 as for Origin Rank 0, and seven times as many for Origin Rank 2 as for Origin Rank 0.
[0171] 15 to 17 show an example of "meet," one of the basic abilities, but the same applies to the other ability items, "trajectory," "power," "running ability," "arm strength," "defensive ability," "pitch speed," "control," "stamina," and "curve of a curveball." The experience points required to increase each of these ability values by "1" are four times as many as those for origin rank 0 for origin rank 1, and 4 × 1.75^(m-1) times as many as those for origin rank 0 for origin rank m (m is a natural number greater than or equal to 2).
[0172] (Acquiring Special Abilities) Figure 19 is a diagram showing an example of the ability improvement screen G1000 for the main character to acquire special abilities. In Figure 19, the "Fielder Ability" tab T922 and the "Special Ability" tab T932 are selected, so the "special abilities" of fielders are the setting targets. By switching this to the "Pitcher Ability" tab T921, the "special abilities" of pitchers can be set as the setting target. In this embodiment, the experience points required for the main character to acquire special abilities are the same for all origin ranks.
[0173] A list of special abilities is displayed in the display area A1001, along with the experience points required to acquire each special ability. If there is more information about a special ability than can be displayed in the display area A1001, a scroll bar P912 is displayed, allowing the information about all special abilities to be displayed by scrolling the screen. In this way, the type and amount of experience points required to acquire each special ability are determined, allowing for a wide variety of ways to allocate experience points. An up button P907 is displayed corresponding to each special ability, and by operating the up button P907, experience points can be used to acquire the corresponding special ability.
[0174] As shown in Figure 19, for each type of special ability, at least one of the type (combination of types) of experience points required to acquire the special ability or the amount of experience points required is different. Note that in the case of special abilities that are in a higher-level and lower-level relationship with each other, the higher-level special ability cannot be acquired until the lower-level special ability has been acquired first. Only the lower-level special ability is displayed in the display area A1001 at first, and once the lower-level special ability is acquired by operating the up button P907, the higher-level special ability is displayed.
[0175] (Acquiring Extended Abilities) FIG. 20 is a diagram showing an example of an ability improvement screen G1100-0 for the main character to acquire extended abilities when the origin rank is 0. The display area A1101 displays the ability values of each ability item (rank, ability to attract customers, and ability to coordinate) of the extended abilities before the ability improvement. The display area A1102 displays the ability values of each ability item of the extended abilities after the ability improvement. When the origin rank is 0, the initial value of each ability item of the extended abilities is "0," and training begins in a state where the main character has not acquired any extended abilities.
[0176] Display area A1103 displays each ability item (rank, customer attraction, and adjustment) of the expansion ability, and displays the experience points required to increase the ability value of each ability item by one. To increase the ability value of "rank" by one, experience points for "60" in strength, "60" in agility, and "150" in spirit are required. To increase the ability value of "customer attraction" by one, experience points for "90" in strength, "90" in agility, and "150" in technique are required. To increase the ability value of "adjustment" by one, experience points for "120" in strength, "48" in technique, and "72" in spirit are required. In this way, the type and amount of experience points required to increase the ability value for each ability item of the expansion ability are determined, allowing for a wide variety of ways to allocate experience points. An up button P907 is displayed corresponding to each ability item, and by operating the up button P907, experience points can be used to increase the ability value of the corresponding ability item.
[0177] 18 is a diagram showing an example of the relationship between origin rank and ability values of extended abilities. As shown in FIG. 18, for an origin rank of 0, the maximum value of each ability item of the extended abilities is "120." Therefore, for an origin rank of 0, the user can allocate experience points earned during the game to the extended abilities and set the ability value of each ability item within the range of "0 to 120."
[0178] On the other hand, if the origin rank is 1 or higher, experience points are not allocated to expansion abilities, and expansion abilities equal to or greater than the ability values of the expansion abilities of the lower origin rank are fixedly granted to the main character. In other words, if the origin rank is set to 1 or higher, the ability values of the expansion abilities corresponding to the set origin rank are automatically acquired. As a result, if the origin rank is 1 or higher, all experience points acquired during the game can be used to allocate to changing or setting abilities other than expansion abilities.
[0179] In this embodiment, as illustrated in FIG. 18 , for an origin rank of 1, fixed ability values of rank "150", customer attraction "125", and adjustment ability "120" are assigned. For an origin rank of 2, fixed ability values of rank "170", customer attraction "130", and adjustment ability "120" are assigned. For an origin rank of 3, fixed ability values of rank "190", customer attraction "135", and adjustment ability "120" are assigned. Similarly, for origin ranks of 4 and above, fixed ability values equal to or greater than the extended ability of the lower origin rank are assigned.
[0180] FIG. 21 is a diagram showing an example of the ability improvement screen G1100-1 for extended abilities in the case of Origin Rank 1. In the case of Origin Rank 1 or higher, the display area A1110 displays the ability values of each ability item (rank, ability to attract customers, and ability to adjust) of the extended abilities that are fixedly granted. In addition, below the display area A1110, text information P1111 is displayed, for example, stating, "Experience points cannot be used for extended abilities in Origin Success." "Origin Success" refers to developing the main character at Origin Rank 1 or higher.
[0181] Furthermore, when the origin rank is 1 or higher, the display area A1120 displays each ability item of the extended ability (rank, ability to attract customers, and ability to adjust), and also displays that each ability item has been "acquired." Furthermore, when the origin rank is 1 or higher, the display area A1120 does not display the up button P907 (see FIG. 20) that is displayed when the origin rank is 0, and the entire area is grayed out, making it impossible to perform an operation to allocate experience points.
[0182] FIG. 21 is an example of the capacity improvement screen G1100-1 for extended capacity at origin rank 1, but for origin rank 2 or higher, it is the same as for origin rank 1 except that the fixed values displayed in the display area A1110 are different.
[0183] (Evaluation of Trained Characters) As described above, the main character can be trained by reflecting experience points gained through the execution of practice, etc., the results of events that occur during training mode, matches, draft rankings, etc., in increasing or acquiring various abilities of the main character. Basically, the training of the main character ends with the end of one scenario (or when the main character loses a match during training mode). Once training is complete, the main character is assessed (evaluated) based on its abilities, and a value for overall player strength (for example, the sum of the assessment values for each ability) is calculated, and a player rank is determined based on the value of overall player strength.
[0184] The evaluation of the character resulting from training is basically based on the required experience points. Required experience points are the experience points required to increase (change) the ability values of the main character or to acquire (set) new abilities. Therefore, the higher the Origin Rank, the more experience points are required to increase the ability values of basic abilities, so if the abilities of the trained main character are the same, the higher the Origin Rank, the higher the evaluation of the training result. In other words, the evaluation value per ability value "1" of basic ability (evaluation value per unit ability value) differs depending on the Origin Rank, and is higher the higher the Origin Rank.
[0185] The evaluation method (evaluation criteria) for characters resulting from training differs depending on whether the Origin Rank is 0 or 1 or higher. For example, the calculation formula or lookup table used to determine the ability-based evaluation differs between when the Origin Rank is 0 and when it is 1 or higher. When the Origin Rank is 0, ability values are not necessarily reflected in the evaluation. Below, the differences in the evaluation method when the Origin Rank is 0 and when it is 1 or higher are explained.
[0186] (Example of Character Assessment for Origin Rank 0) An example of a basic ability assessment for Origin Rank 0 is shown below. For each of trajectory, hitting, power, running ability, arm strength, defensive ability, catching, pitch speed, control, and stamina, a basic assessment value corresponding to the acquired ability value is predetermined using a calculation formula, lookup table, or the like. In addition, each time the ability value reaches a predetermined bonus assessment standard value (threshold) (for example, in increments of 10, such as 10, 20, 30, ...), a bonus assessment (a bonus given to the assessment value) is added. In addition, a bonus assessment is also given when the ability is increased beyond the basic upper limit (100) of basic abilities through the aforementioned limit break. For example, in the case of Origin Rank 0, the bonus assessment is added at thresholds of +1, +6, +11, ..., in increments of 5, above the basic upper limit.
[0187] However, in the case of Origin Rank 0, the more experience points required to increase the ability value of a basic ability item, the higher the assessment value. In the case of Origin Rank 0, the amount of increase in assessment value (and therefore the player's overall strength) per experience point "1" varies depending on the basic ability item. Therefore, the assessment efficiency differs depending on the ability item. Here, assessment efficiency represents the level of assessment value per unit experience point (for example, experience point "1"). For example, when comparing hitting and power, power has a higher assessment efficiency.
[0188] Furthermore, the assessment of extended abilities in the case of Origin Rank 0 is the same as the assessment of basic abilities.
[0189] Below is an example of a special ability assessment for Origin Rank 0. Each type of special ability has a set assessment value. For example, "Pinch hitter 0" has an assessment value of "15," "Infield hit 0" has an assessment value of "30," "Chance 0" has an assessment value of "40," and "True Artist" has an assessment value of "170." However, for Origin Rank 0, the type of special ability that requires more experience points does not necessarily have a higher assessment value. Therefore, assessment efficiency varies depending on the type of special ability. For example, "Chance 0" has a higher assessment efficiency than "Infield hit 0." Also, for Origin Rank 0, there are special abilities that have an assessment value of "0" even if acquired using experience points.
[0190] In the case of an origin rank of 0, a bonus assessment is added to the sum of the assessment values of each ability of the trained main character, and the final assessment (total player strength value and player rank) of the main character's training results is determined.
[0191] (Example of Character Assessment for Origin Rank 1 or Higher) Next, an example of assessment for Origin Rank 1 or higher will be shown. For Origin Rank 1 or higher, the assessment of the character resulting from training is set so that both basic abilities and special abilities basically correspond to the required experience points. For example, the relationship between the required experience points and the assessment value is clarified by basically setting "required experience points = assessment value." That is, for Origin Rank 1 or higher, when experience points are used to increase the ability value of each ability item of basic abilities, the experience points required to increase the ability value for each ability item become the basic assessment value. Also, for Origin Rank 1 or higher, when experience points are used to acquire special abilities, the experience points required to acquire each type of special ability become the basic assessment value. The total required experience points corresponding to each ability of the trained main character then becomes the basic assessment for the main character's training results. Then, a bonus assessment, etc. are added to the basic assessment for the main character's training results, and the final assessment (player overall strength value and player rank) for the main character's training results is determined.
[0192] Furthermore, if you acquire tips for basic abilities or special abilities, you may be able to increase your basic abilities or acquire special abilities with the required experience points discounted according to your tip level. Even if the required experience points are discounted according to your tip level, the evaluation value will be determined based on the original, undiscounted required experience points.
[0193] In the case of Origin Rank 0 mentioned above, the amount of increase in assessment value per experience point "1" varied depending on the ability item of the basic ability (i.e., the assessment efficiency varied depending on the ability item of the basic ability). In contrast, for Origin Rank 1 or higher, all ability items of the basic ability are assessed using "required experience points = assessment value". Therefore, for Origin Rank 1 or higher, the amount of increase in assessment value per experience point "1" does not vary depending on the ability item of the basic ability (i.e., the assessment efficiency is the same for all ability items of the basic ability).
[0194] Here, the assessment efficiency of basic abilities when the origin rank is 1 or higher may be higher than the assessment efficiency of basic abilities when the origin rank is 0 (for example, the average assessment efficiency of all ability items of basic abilities).
[0195] As a variation, the evaluation efficiency of basic abilities when the origin rank is 1 or higher may be the same as the average evaluation efficiency of basic abilities (average evaluation efficiency of all ability items of basic abilities) when the origin rank is 0. Alternatively, the former may be lower than the latter.
[0196] Furthermore, even for origin rank 1 or higher, there is a bonus assessment (a bonus is given to the assessment value) each time the ability value reaches a predetermined bonus assessment reference value (threshold value) (for example, in increments of 10, such as 10, 20, 30, ...). With regard to the bonus assessment given each time the ability value reaches a predetermined bonus assessment reference value, for origin rank 1 or higher, the additional assessment value given by the bonus assessment may be larger than for origin rank 0.
[0197] Furthermore, for Origin Rank 1 or higher, if a limit break is performed and the ability is increased beyond the basic upper limit (80), the assessment value will be higher than the required experience points (required experience points < assessment value), and will be treated as more important. In other words, when a limit break is performed, there is a predetermined bonus assessment for ability values that exceed the basic upper limit.
[0198] Furthermore, for Origin Rank 1 or higher, if the ability is increased beyond the basic upper limit (80) of the basic ability through limit breakthrough, an additional bonus assessment is added each time the ability value reaches a predetermined bonus assessment reference value (threshold). In the case of Origin Rank 1, for example, the bonus assessment is added in increments of 10, such as +10, +20, +30, etc., of the basic upper limit. Note that, in the case of Origin Rank 1, as in the case of Origin Rank 0, the bonus assessment may also be added in increments of 5, such as +1, +6, +11, etc., of the basic upper limit.
[0199] Regarding the bonus assessment due to limit breakthrough, if the origin rank is 1 or higher, the assessment value of the additional bonus granted each time the bonus assessment reference value (threshold value) is reached may be larger than that for an origin rank of 0.
[0200] As mentioned above, for Origin Rank 0, the evaluation efficiency differs depending on the type of special ability. In contrast, for Origin Rank 1 or higher, the evaluation of special abilities is also "required experience points = evaluation value," and the evaluation efficiency is uniform regardless of the type of special ability. However, for Origin Rank 1 or higher, super special abilities are treated as more important, with an evaluation value higher than the required experience points (required experience points < evaluation value). In other words, it can be said that there is a predetermined bonus evaluation for super special abilities.
[0201] When the same type of special ability is acquired, the appraisal value may be higher for an origin rank of 1 or higher than for an origin rank of 0.
[0202] As mentioned above, when the origin rank is 1 or higher, the main character is given a fixed extended ability equal to or greater than the ability value of the extended ability of the lower origin rank. The evaluation of the extended ability when the origin rank is 1 or higher can be done as follows. That is, when the origin rank is 1 or higher, experience points cannot be used for the fixed extended ability, so the required experience points are "0," and therefore the evaluation value of the extended ability may be treated as "0." Note that even if the evaluation value of the extended ability is "0" when the origin rank is 1 or higher, the trained character is given a fixed, powerful extended ability, and the effect of the extended ability is realized when the character is used in battle mode. This provides significant benefits to the user. Furthermore, as mentioned above, there is also the advantage that all experience points earned during the game can be used to change or set abilities other than the extended ability.
[0203] Alternatively, an evaluation value corresponding to a fixed extended ability granted according to the origin rank may be determined in advance, and a fixed evaluation value for the extended ability according to the origin rank may be granted. In this case, the higher the origin rank, the more advantageous the evaluation of the training results will be, and the advantage is that all experience points earned during the game can be used to change or set abilities other than the extended ability.
[0204] As described above, the main character's training results are evaluated according to the origin rank, the overall player strength value is determined, and the player rank is determined according to the overall player strength value. For example, the player rank increases in the order of G, F, E, D, C, B, A, S, S1, S2, S3, ...
[0205] 22 or 23 is a diagram showing an example of a main character's overall evaluation screen G1200 that is displayed after training is completed. If unused experience points remain at the end of training, the user can use those unused experience points to improve the main character's abilities. After training is completed, the unused experience points are used, and then the main character's abilities are determined. Thereafter, the overall evaluation screen G1200 shown in FIG. 22 or 23 is displayed, for example, as a pop-up.
[0206] The overall evaluation screen G1200 displays information P1201 on the confirmed player rank of the main character whose abilities have been confirmed after training has been completed, and a player rank gauge P1210 corresponding to the value of the main character's overall player strength. Information P1211 on the confirmed player rank of the main character is displayed on the left end of the player rank gauge P1210, and information P1212 on the next player rank is displayed on the right end.
[0207] (Unlocking Origin Ranks) As mentioned above, after meeting the conditions for unlocking Origin Success, only the lowest rank, Origin Rank 0, can be set, and to be able to select and set the next Origin Rank, 1, the conditions for unlocking Origin Rank 1 must be met. Furthermore, to be able to select and set Origin Rank 2, after unlocking Origin Rank 1, the conditions for unlocking Origin Rank 2 must be met. In this way, by unlocking higher Origin Ranks one by one, the number of Origin Ranks that can be selected and set increases.
[0208] In this embodiment, after satisfying the Origin Success unlocking conditions, the user selects the highest selectable Origin Rank, and if the Origin Rank unlocking conditions are met, an Origin Rank higher than the highest selectable Origin Rank is unlocked. Also, in this embodiment, the Origin Rank unlocking condition is that the achievement condition "the player rank (or player overall strength) reached at the end of training reaches the Origin Rank unlocking border" is achieved three or more times. However, if the evaluation of the main character trained in one training session is higher than a predetermined value, the number of times that the achievement is achieved that is required to satisfy the Origin Rank unlocking condition may be relaxed.
[0209] In the player rank gauge P1210 of the overall evaluation screen G1200, an origin rank release icon P1220 is displayed at the player rank (an example of a first threshold value) of the origin rank release border that is one rank higher than the highest released origin rank. This origin rank release icon P1220 indicates on the screen the player rank of the origin rank release border used to determine the origin rank release conditions. In the example of FIG. 22 , the origin rank release icon P1220 is displayed in association with the player rank "C" (for example, displayed above the player rank "C"). Furthermore, the origin rank release icon P1220 is displayed in association with "Origin Rank 1" (for example, "Origin Rank 1" is displayed in a speech bubble). In this example, it is indicated that the player rank of the origin rank release border for "Origin Rank 1" is "C." Similarly, above the player rank of the origin rank release border of "Origin Rank n", an origin rank release icon P1220 with "Origin Rank n" displayed in a speech bubble is displayed.
[0210] 24 is a diagram showing an example of the overall evaluation screen G1200 when a player rank at the origin rank unlock border is reached. As shown in FIG. 24, when a main character whose training has been completed reaches a player rank at the origin rank unlock border that is one rank higher than the highest unlocked origin rank, a display area A1250 is popped up on the overall evaluation screen G1200. This display area A1250 displays three stamp sections P1251 that count the number of times the achievement condition has been achieved. Each time the player rank reached at the end of training reaches (exceeds) the origin rank unlock border, the color of the stamp section P1251 changes, and the number of times it has been achieved is counted.
[0211] 24 shows an example in which "Origin Rank 1" is displayed in display area A1250, and therefore the number of times the achievement condition for unlocking "Origin Rank 1" is achieved is counted. When counting the number of times the achievement condition for unlocking "Origin Rank n" is achieved, "Origin Rank n" is displayed in display area A1250.
[0212] As illustrated in FIG. 23 , in the player rank gauge P1210, a bonus icon P1230 of "Bonus +1" is displayed at the player rank of the origin rank unlock border that is two ranks higher than the highest unlocked origin rank (an example of the second threshold). In the example of FIG. 23 , the bonus icon P1230 of "Bonus +1" is displayed in association with the player rank "A" (displayed above the player rank "A"). In this example, it is indicated that the player rank (second threshold) of the origin rank unlock border that is two ranks higher than the highest unlocked origin rank is "A." In this example, if the player achieves player rank "A" in one training session, the color of the two stamp portions P1251 in the display area A1250 of FIG. 24 changes, and the number of times the achievement condition has been achieved is counted twice at once. In other words, in this case, the number of times the achievement condition must be achieved to satisfy the origin rank unlock condition is relaxed by one.
[0213] Similarly, in the player rank gauge P1210, a "bonus +2" bonus icon P1230 is displayed for the player rank at the origin rank unlock border that is three ranks higher than the highest unlocked origin rank (an example of the third threshold value). If the player rank at the origin rank unlock border that is three ranks higher (the third threshold value) can be achieved in one training session, the color of the three stamp sections P1251 in the display area A1250 of FIG. 24 changes, and the number of times the achievement condition has been achieved is counted three times at once. In other words, in this case, the number of times the achievement condition must be achieved to satisfy the origin rank unlock condition is relaxed by two, and the origin rank one rank higher is unlocked in one training session.
[0214] FIG. 25 shows an example of the overall evaluation screen G1200 when the origin rank unlocking conditions are met. When the count of the number of times the achievement conditions have been met reaches three (when the color of all three stamp sections P1251 in the display area A1250 has changed), the origin rank unlocking conditions are met. This unlocks a new rank one rank higher than the highest origin rank that has already been unlocked. In this case, as shown in FIG. 25, a display area A1260 pops up on the overall evaluation screen G1200. The newly unlocked origin rank is displayed in this display area A1260.
[0215] In FIG. 25, "Origin Rank 1" is displayed in display area A1260, so an example of unlocking "Origin Rank 1" is shown. When "Origin Rank n" is unlocked, "Origin Rank n" is displayed in display area A1260. By unlocking Origin Rank n, it becomes possible to select and set an origin rank from origin ranks 0 to n from the next training.
[0216] Once the main character has finished being trained in the training mode, it is registered in association with the user ID as a player character (hereinafter simply referred to as a "player") that can be used by the user in other game modes such as the battle mode. After the scenario ends, another player can be created by starting the scenario again from the beginning and training the main character. In other words, by repeating training in the training mode, multiple players that can be used in other game modes can be created.
[0217] (Adding Origin Rank Information to Player Data) For players trained with an Origin Rank of 1 or higher, the Origin Rank will be displayed on the player plate (nameplate) displayed on the screen (see FIG. 29). In addition, the Origin Rank and expanded ability details will be added to the player data (see FIGS. 6 to 8).
[0218] Incidentally, the settings and processing in the development mode may be different for origin rank 0 and origin rank 1 or higher, and an example is shown below.
[0219] (Initial Values of Character to be Trained) In this embodiment, the initial values of parameters at the start of training of the main character are set differently for Origin Rank 0 and for Origin Rank 1 or higher. For example, for Origin Rank 0, at least some of the initial values of the parameters are given a range of variation, and for Origin Rank 1 or higher, the initial values of the parameters are set to fixed initial values without any range of variation.
[0220] FIG. 26 is a diagram showing an example of whether or not the initial values of the main character's parameters vary. In the case of an origin rank of 0 and a fielder, the initial values for each of the ability items of trajectory, hitting, power, running ability, arm strength, fielding ability, and catching are given a range of variation. That is, the initial values are determined randomly within a predetermined range (for example, 1 to 2 for trajectory, and 15 to 35 for items other than trajectory). Note that the sum of the initial values for each of the ability items with variation may also be set to the predetermined value. In addition, in the case of an origin rank of 0 and a pitcher, the initial values for each of the ability items of hitting, power, running ability, arm strength, fielding ability, catching, pitch speed, control, stamina, and breaking ball are given a range of variation, and the initial values are determined randomly within a predetermined range.
[0221] In contrast, for origin ranks 1 and above, the initial values of all the parameters of the main character are fixed and do not fluctuate. For example, in the case of a fielder, the trajectory is set to "1," and the hitting speed, power, etc. are set to "15" as the initial fixed values.
[0222] However, for Origin Rank 1 or higher, if an event character with the effect "Increase basic ability cap" is set in the event deck, the initial value may be increased by the amount by which the ability value cap is higher than the basic cap. This is for the following reason. For Origin Rank 1 or higher, the experience points required to increase an ability are significantly higher than for Origin Rank 0. Therefore, even if an event character with the effect "Increase basic ability cap" is set in the event deck and the ability value cap is increased, it becomes difficult to increase the ability value to the cap level. Therefore, by increasing the initial value by the amount by which the ability value cap is higher than the basic cap, the possibility of exceeding the cap is increased.
[0223] For example, if the ability score cap is higher than the base cap, half of that amount is added to the base fixed initial value to correct the initial value. A specific example is as follows: The origin rank is 1 or higher, and the event deck is configured to have a "power cap + 50," so the base initial power value is "15" and the base cap is "80." In this example, the corrected initial power value is 15 + (50 x 1 / 2) = 40. The power cap is then 80 + 50 = 130.
[0224] (Training Mode Exclusive Abilities) Among the special abilities that the main character can acquire are training mode exclusive abilities. Training mode exclusive abilities are special abilities that have no effect in game modes other than training mode (such as battle mode), and only have an effect in training mode. Examples of training mode exclusive abilities include "good at getting along with people," "popular with people," "nice guy," "good sense," and "genius." "Good at getting along with people" has the effect of adding +3 to the evaluation of the manager and scouts in practice and events. "popular with people" has the effect of adding +3 to the evaluation of potential girlfriends in practice and events. "good guy" has the effect of adding +3 to the evaluation of teammates in practice and events. "good sense" has the effect of reducing the experience points required for all abilities by a specified percentage. "genius" has the effect of increasing basic abilities by a specified amount.
[0225] FIG. 27 is a diagram showing an example of whether or not a lottery is held to acquire training mode-exclusive abilities at the start of training. For an origin rank of 0, there is a certain probability (for example, 3%) that the main character will acquire the abilities "good at getting along with people," "popular with people," "nice guy," and "good sense" at the start of training. On the other hand, for origin ranks of 1 or higher, no lottery is held to acquire any training mode-exclusive abilities at the start of training based on probability. Therefore, for origin ranks of 1 or higher, the main character will generally not acquire any training mode-exclusive abilities at the start of training.
[0226] However, regardless of the origin rank, if a specific item is brought in, the main character can acquire a training mode-exclusive ability corresponding to that item. For example, if an item called a "love-fulfillment charm" is brought in, the main character can acquire "popular," and if an item called a "gift," the main character can acquire "good at getting along with people." Also, for example, as a result of the effects of a specific event or campaign, the main character may acquire a training mode-exclusive ability at the start of training.
[0227] Training mode-exclusive abilities may be acquired with some probability in events that occur after training has begun (for example, random events that occur with a predetermined probability). However, there may be types of training mode-exclusive abilities that can be acquired in events that occur after training has begun if the Origin Rank is 0, but cannot be acquired if the Origin Rank is 1 or higher. A specific example is given below. In the case of Origin Rank 0, if a genius event occurs randomly (with some probability), there is a certain probability that "Sense O" can be acquired. In contrast, in the case of Origin Rank 1 or higher, "Sense O" cannot be acquired even if a genius event occurs randomly. Note that success-exclusive abilities other than "Sense O" may be acquired by events that occur after training has begun, regardless of the Origin Rank.
[0228] ("Rest" Command) When the "Rest" command option P707 on the main screen 700 (see FIG. 9) of the training mode is selected, the player will not practice that turn, but will instead rest and recover their stamina. FIG. 28 is a diagram for explaining an example of the differences depending on the origin rank when the "Rest" command is used. The following differences exist in the processing when the "Rest" command is used when the origin rank is "0" and when it is "1 or higher."
[0229] As shown in FIG. 28 , in the case of Origin Rank 0, when the "Rest" command is used, the amount of stamina restored is determined by lottery from three levels: "70 recovery," "50 recovery," and "30 recovery." The lottery may be random or weighted. For example, weights may be assigned so that the probability of winning increases in the order of "30 recovery" < "70 recovery" < "50 recovery," making "50 recovery" the most likely to be selected.
[0230] On the other hand, for Origin Rank 1 or higher, when the "Rest" command is used, the amount of stamina restored is determined by lottery from two levels: "70 recovery" and "50 recovery." The lottery may be a random lottery or a weighted lottery. For Origin Rank 1 or higher, a low recovery amount of "30 recovery" will never be selected (i.e., there will be no failure to restore stamina), and stamina restoration of "50 recovery" or more can always be expected. In this way, for Origin Rank 1 or higher, the minimum value for the amount of stamina restored determined by lottery is set higher than for Origin Rank 0, providing an advantage in the game when using the "Rest" command compared to Origin Rank 0.
[0231] Furthermore, as shown in FIG. 28 , in the case of Origin Rank 0, when the "Rest" command is used, there is a certain probability that the main character will acquire a special ability called "insomnia." For example, if "30 recovery" is selected in a lottery for the amount of stamina recovered, the main character may acquire "insomnia." "Insomnia" is a special ability classified as a "red special ability" that may have adverse effects. "Insomnia" is also one of the abilities exclusive to the training mode. When the main character acquires "insomnia," there is a certain probability that at the start of each turn, an adverse event will occur in which "20" stamina is consumed or motivation is reduced. This will continue until "insomnia" is resolved.
[0232] On the other hand, if your Origin Rank is 1 or higher, the main character will not acquire the special ability "insomnia" when using the "rest" command. In this respect, if your Origin Rank is 1 or higher, you will have an advantage in the game when using the "rest" command compared to if your Origin Rank is 0.
[0233] The special ability "Insomnia" can also be acquired in ways other than when using the "Rest" command at Origin Rank 0. For example, regardless of Origin Rank, if a specific event such as an "Insomnia Event" occurs while the scenario is progressing, there is a certain probability that the main character will acquire the special ability "Insomnia." "Insomnia" can be cured with a certain probability by executing the "Visit the Hospital" command. "Insomnia" can also be cured with a certain probability by executing the "Rest" command. In addition, "Insomnia" can be cured by using the special item "All-Purpose Power Drink," going on a date with your girlfriend in the park, or through the effects of certain events.
[0234] (Versus Mode) Versus Mode is a game mode in which players trained in the training mode can be used. Users can incorporate players trained in the training mode into their personal team to form their own team and compete against other users' baseball teams. Users can increase their personal team's overall team strength and team rank by repeatedly training in the training mode to create stronger players and form their own team. Each time their personal team's overall team strength exceeds a rank-up threshold, their team rank increases. The total team strength is basically calculated based on the sum of the overall player strength values (player assessment values) of the players in their personal team's order. The total team strength and team rank may be determined by giving more weight to the overall player strength of the starting players than to the overall player strength of the bench players. Furthermore, if a player inappropriate for a position is placed in that position, the total team strength may be reduced. Furthermore, the team rank and total team strength may be increased by equipping players on their personal team with equipment items acquired in game modes other than the training mode or the battle mode.
[0235] When a user plays in the versus mode, they can earn a score based on the content and results of the match. For example, a user belongs to one of multiple leagues with different league levels, and their ranking within the league is determined based on their earned score, and the league to which the user belongs changes based on their ranking. Users play the versus mode with the aim of achieving a higher ranking or belonging to a higher league level. Users can earn rewards based on their ranking and the league level to which they belong.
[0236] As mentioned above, the team rank of the user's My Team is used to determine whether the conditions for unlocking Origin Success have been met. For example, if the "Team Rank" of My Team is C rank or higher, it is determined that the conditions for unlocking Origin Success have been met, and the user can select and set the Origin Rank.
[0237] Furthermore, as a user's team rank increases, the overall team strength and team rank of the opponents in a match in the versus mode also increase. The score that can be earned in a match in the versus mode is adjusted based on the overall team strength of the opponents, and the higher the user's team rank, the higher the match score in the versus mode, which is advantageous. In addition, each time a certain team rank is reached, a reward can be earned.
[0238] FIG. 29 illustrates an example of the My Team order formation screen G1300. Area A1301 of the order formation screen G1300 displays the current My Team order. Players included in the My Team order are displayed as starting order members and reserve members. To replace a member, a player plate P1302 listing the name of a member can be dragged to a player plate P1302 listing the name of another member. The player plate P1302 may also be referred to as a name plate. The player plate P1302 of a player trained with an origin rank of 1 or higher displays the origin rank. To replace a member with a player not included in the My Team's current order, drag the player plate P1302 to part P1303 to display a list of players who can be replaced. Part P1304 is an automatic button. When the user taps part P1304, the game system 1 automatically creates the optimal My Team order. For example, from among a plurality of players trained in the training mode, the player with the highest overall player strength for each position is automatically selected.
[0239] A match in the battle mode of this embodiment has two parts: an "automatic progression part" and an "action part," as described below. The automatic progression part is a part in which the match progresses automatically. That is, in the automatic progression part, the match situation is updated without the user having to perform batting operations or base running operations during offense or pitching operations or fielding operations during defense. In other words, in the automatic progression part, the progress of the match is automatically generated (determined) by a computer based on the parameters (basic abilities, special abilities, extended abilities, etc.) of players on the player's team and the parameters of players on the opposing team. For example, the match is automatically executed by an AI program (artificial intelligence program) or the like using the parameters of each player.
[0240] On the other hand, the action part is a part in which the user performs batting operations and base running operations during offense, and pitching operations and fielding operations during defense. That is, in the action part, players perform actions in response to the user's operations. That is, the players making up My Team are the objects of operation. For example, when on offense, players bat or run the bases in response to the user's operations (batting operations or base running operations), and when on defense, players pitch or field in response to the user's operations (pitching operations or fielding operations). In this way, in the action part, the game situation is updated based on the user's operations on the players. Here, even in the action part, players are controlled based on the parameters (basic abilities, special abilities, extended abilities, etc.) of the players of My Team.
[0241] In the baseball game according to this embodiment, the game basically progresses in an automatic progression part, and only an overview of the game progress (game key points) is displayed on the screen. Only when the game situation reaches a predetermined situation during the automatic progression part does the game switch from the automatic progression part to an action part, providing the user with an opportunity to control the players. The "predetermined situation" refers to, for example, a situation where the player's team has a chance to score or is in danger of losing a run. When the action part ends, the game switches from the action part to the automatic progression part, and the game automatically progresses again. When the game ends, the game content and scores based on the game results are displayed on the screen, along with the league rankings reflecting the scores.
[0242] 3. Functional Configuration of the Game System Fig. 30 is a schematic functional block diagram showing an example of the functional configuration of the game system 1. As shown in Fig. 30, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a ROM 12, a RAM 13, an auxiliary storage device 14, a ROM 32, a RAM 33, and an auxiliary storage device 34. The data storage unit 100 stores data necessary to provide a game.
[0243] For example, various data for executing a game stored in the data storage unit 100 may be stored in a database DB or the auxiliary storage device 34 of the server 30, and when the gaming terminal 10 accesses the server 30, the necessary data may be downloaded to the RAM 13 or the auxiliary storage device 14 of the gaming terminal 10. Information regarding the results of a game executed on the gaming terminal 10 or changes to the data may be transmitted from the gaming terminal 10 to the server 30 in real time or at a predetermined timing, and the data stored in the database DB or the auxiliary storage device 34 of the server 30 may be updated as appropriate. Furthermore, for example, necessary data may be stored in the auxiliary storage device 14 of the gaming terminal 10 so that at least a part of the game can be executed offline on each user's gaming terminal 10 without logging in to the server 30.
[0244] The data necessary to provide the baseball game described above will be described as a specific example of data stored in the data storage unit 100. The data storage unit 100 stores a user information table TBL101, a character information table TBL102, event deck data DT103, main character data DT104, associated data DT105, game progress data DT106, etc.
[0245] For example, various data for executing a game stored in the data storage unit 100 may be stored in a database DB or the auxiliary storage device 34 of the server 30, and when the gaming terminal 10 accesses the server 30, the necessary data may be downloaded to the RAM 13 or the auxiliary storage device 14 of the gaming terminal 10. Information regarding the results of a game executed on the gaming terminal 10 or changes to the data may be transmitted from the gaming terminal 10 to the server 30 in real time or at a predetermined timing, and the data stored in the database DB or the auxiliary storage device 34 of the server 30 may be updated as appropriate. Furthermore, for example, necessary data may be stored in the auxiliary storage device 14 of the gaming terminal 10 so that at least a part of the game can be executed offline on each user's gaming terminal 10 without logging in to the server 30.
[0246] 31 shows an example of the user information table TBL101. The user information table TBL101, which covers all users registered in the game system 1, is stored in the data storage unit 100 of the game system 1 (for example, the database DB or the auxiliary storage device 34).
[0247] The user information table TBL101 includes fields such as "User ID," "User Name," "Owned Event Character," "Owned Item," "Completed Training Character," "Origin Success," "Highest Unlocked Origin Rank," and "Number of Conditions Achieved." The user ID is identification information for uniquely identifying each user. The "User Name" field stores the user's name. The "Owned Event Character" field stores information (character ID, ability parameters, etc.) about the event character that the user has acquired through a lottery or other means and possesses. If the event character is strengthened after acquisition, information about the parameters changed by the strengthening (level, number of upper limit unlocked, etc.) is stored. The "Owned Item" field stores information about items possessed by the user. The "Completed Training Character" field stores information about a player whose training has been completed in training mode (parameters such as character ID, origin rank used in training, scenario used in training, name, defensive position, player overall strength, player rank, ability, etc.). The "Origin Success" field stores information about whether or not Origin Success has been unlocked. The "Highest unlocked origin rank" field stores information about the highest origin rank among the currently unlocked origin ranks. The "Condition achievement count" field stores information about the number of times the achievement condition for unlocking the next higher origin rank has been achieved.
[0248] 31 , other fields are also included in the user information table TBL101. For example, the user information table TBL101 includes various in-game points owned by the user, user IDs of other users (friends, etc.) associated with the user's user ID, an information field related to the battle mode, an information field related to other game modes, and the like.
[0249] FIG. 32 shows an example of the character information table TBL102. The character information table TBL102 is master data for managing all characters used in the game provided by the game system 1. In addition to event characters, the character information table TBL102 also includes information on scenario-specific event characters and non-event characters (mob characters) that appear as teammates. The initial data of all event characters is stored in the character information table TBL102 as reference parameters. For example, the character information table TBL102 is stored and managed in the respective storage devices (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.) of the server 30 and the game terminal 10. The character information tables TBL102 stored in the server 30 and the game terminal 10 are basically the same. For example, if the game operator changes the character information table TBL102 in the server 30, the changed information is distributed from the server 30 to the game terminal 10 via the network N.
[0250] The character information table TBL102 includes fields such as "Character ID," "Name," "Rarity," "Attribute," "Favorite Practice," "Position," "Ability," and "Event." The character ID is identification information for uniquely identifying each character. The "Name" field stores the name of the character. The "Rarity" field stores information about the character's rarity. Note that event characters with the same name but different rarities exist. The "Attribute" field stores information about the attribute (player, girlfriend, partner, etc.) associated with the event character. The "Favorite Practice" field stores information about the favorite practice associated with the event character. The "Position" field stores information about the event character's position (defensive position). The "Ability" field stores information about the event character's abilities (basic abilities, special abilities). The "Event" field stores unique event information associated with the event character. Note that, although not shown in FIG. 32 , other fields are also included in the character information table TBL102. For example, fields such as image information and bonus information for the event character are included in the character information table TBL102.
[0251] 30 includes various information related to the event deck that is set based on user operations. For example, the event deck data DT103 includes the character ID of the event character set in the event deck.
[0252] The main character data DT104 includes various information related to the main character trained in the training mode. FIG. 33 shows an example of the main character data DT104. The main character data DT104 includes fields such as "Scenario," "Origin Rank," "Basic Information," "Stamina," "Evaluation by Teammates, etc.", "Ability," "Experience Points," and "Overall Rating." The "Scenario" field stores information about the scenario selected by the user. The "Origin Rank" field stores the set origin rank. The "Basic Information" field stores basic information about the main character (such as name, defensive position, dominant arm, batting form, and pitching form). The "Stamina" field stores current information during training. The "Evaluation by Teammates, etc." field stores information about the evaluation values of the main character by teammates, etc. The "Ability" field stores information about the main character's abilities that have been improved through training. The "Experience Points" field stores information about the total experience points earned during training and unused experience points. The "Overall Rating" field stores information about the overall player strength and player rank of the trained player. Although not shown in Figure 33, other information fields are also included, such as motivation, acquired tips, etc. The main character data DT104 is updated each time the scenario in the training mode progresses or an ability-up operation is performed.
[0253] As a variation, the main character to be trained in the training mode may be selected by the user from among multiple training candidate characters. Here, the multiple training candidate characters selectable by the user may be owned by the user. For example, the training candidate characters may be acquired by lottery in the acquisition mode by the user. Furthermore, each training candidate character may have different initial parameters (such as initial values of abilities before training begins). For example, in the aforementioned baseball game, an event character may also be used as a training candidate character. For example, an event character selected by the user from among multiple event characters owned by the user may be set as the main character. Alternatively, the training candidate character that can be selected as the main character and the event character may be different types of characters. In this case, the user may be able to acquire various training candidate characters or various event characters by lottery in the acquisition mode. In this case, before starting training, the user selects a main character from among the multiple training candidate characters owned and selects a character to include in the event deck from among the multiple event characters owned.
[0254] The association data DT105 includes information associated with the progression of the game in the training mode. Specifically, the association data DT107 includes "practice / teammate-related information," which associates teammates with each practice option (practice location), and "tips event / teammate-related information," which associates tips events with teammates. This associated information is updated with each turn in the training mode. The game progress data DT106 also includes information related to the progression of the scenario necessary for progressing through the game in the training mode. Specifically, the game progress data DT106 includes information on the current section number and current turn number, information on the match being played in the training mode, and the like. This information is updated with each turn in the training mode.
[0255] The game system 1, the server 30, or the game terminal 10 of this embodiment provides a game including a first game in which a user trains an object by changing or setting parameters of the object based on a user's operation. In the example of the baseball game described above, a game is provided that includes a training mode (an example of a first game) in which a main character (an example of an object) is trained by increasing or acquiring abilities (an example of parameters) of the main character based on a user's operation.
[0256] Here, the "user" refers to, for example, a person who operates a game terminal to play a game. For example, user identification information is set for each user or the game terminal operated by each user, and each user is identified (specified) by the user identification information. "User identification information" is information for uniquely identifying each user. For example, a user ID, a unique user name, or an email address are examples of "user identification information."
[0257] The "object" is something that can be used in a game. For example, a game character, a game card, etc. are examples of an "object." For example, a game character or a game card representing a person such as a baseball player, soccer player, or other athlete, an animal such as a racehorse, a plant such as a tree or flower, a fictional creature such as a monster, or an inanimate object such as a robot are examples of an "object." For example, an "object" may be a game character or a game card corresponding to a real person or animal, or it may not correspond to a real person or animal. An "object" is a development target whose associated parameters can be changed or set based on user operations.
[0258] "Object parameters" are parameters set for an object. In other words, "object parameters" are parameters associated with an object. "Object parameters" may or may not be numerical parameters. For example, parameters indicating the level of an object's ability or performance (e.g., ability value, level, etc.) are examples of "object parameters." Also, for example, information on special abilities possessed by an object is an example of "object parameters." Also, for example, information on the object's shape (e.g., size, weight, etc.) may be included in "object parameters."
[0259] "Changing a parameter" means changing a parameter set in an object. For example, improving or lowering a parameter set in an object is an example of "changing a parameter."
[0260] "Setting a parameter" means, for example, setting a parameter that has not yet been set to an object to that object. For example, adding a special ability that the object did not have to that object (e.g., associating special ability information with the object) is an example of "setting a parameter." Note that "setting a parameter" can include not only setting a parameter that produces an advantageous effect, but also setting a parameter that produces an unfavorable effect.
[0261] 30 , the game system 1 includes a control unit 200. The control unit 200 is realized by the CPU 11 of the game terminal 10 or the CPU 31 of the server 30 executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.). Some of the functions of the control unit 200 may be realized by the game terminal 10, and the remaining functions may be realized by the server 30. Alternatively, all of the functions of the control unit 200 may be realized by the server 30, or all of the functions of the control unit 200 may be realized by the game terminal 10.
[0262] The control unit 200 includes a first game executing unit 210 and a second game executing unit 220. The first game executing unit 210 has a function of executing a first game in which an object to be raised is raised. The second game executing unit 220 has a function of executing a second game using the object raised in the first game. Note that the control unit 200 may also include a third game executing unit that executes a third game other than the first and second games. The first game executing unit 210 includes a difficulty level selection unit 211 and a difficulty level management unit 212.
[0263] The difficulty level selection unit 211 has a function of selecting one difficulty level from among multiple difficulty levels for the first game based on the user's difficulty level selection operation. In the example of the baseball game described above, the difficulty level selection unit 211 selects and sets one origin rank from among multiple origin ranks representing the difficulty levels for the training mode based on the user's operation to select and set the origin rank. The difficulty level selection unit 211 stores information about the origin rank selected by the user in a storage device in association with the user ID.
[0264] Here, the "difficulty level" is an index representing the degree of difficulty of the game. The "difficulty level" for the first game in which an object is raised is an index representing the degree of difficulty of raising the object. The difficulty level may be represented by a rank, a level, or the like. The difficulty level can be represented in various ways, for example, by numbers (0, 1, 2, etc.), alphabets (A, B, C, etc.), or other symbols (bronze, silver, gold, etc.).
[0265] The "difficulty level selection operation" refers to an operation for selecting any one of a plurality of difficulty levels that the user can select. For example, an operation in which a plurality of difficulty levels that the user can select is presented on the screen and the user selects one of the options corresponds to an example of the "difficulty level selection operation."
[0266] Furthermore, in the case of a game in which dedicated items associated with multiple difficulty levels, such as a dedicated item with difficulty level 1 and a dedicated item with difficulty level 2, are used, the following applies. In this case, the configuration may be such that the higher the difficulty level associated with the dedicated item used by the user, the more difficult it is to change or set the parameters of the object. In this case, the operation of selectively using a dedicated item of any difficulty level from the dedicated items with multiple difficulty levels available to the user corresponds to an example of a "difficulty level selection operation."
[0267] Furthermore, in the case of a game in which characters associated with multiple difficulty levels, such as a character with the effect of difficulty level 1 and a character with the effect of difficulty level 2, are used to train an object to be trained, the following applies. In this case, for example, when a user uses the character (for example, by setting it in a deck), an effect corresponding to the difficulty level associated with the character is produced, and the higher the difficulty level, the more difficult it is to change or set the parameters of the object to be trained. In this case, the operation of selectively using a character of an arbitrary difficulty level from among characters available to the user and associated with multiple difficulty levels corresponds to an example of a "difficulty level selection operation."
[0268] The difficulty level management unit 212 has a function of making it more difficult to change or set at least some of the parameters of the object to be raised during execution of the first game, the higher the difficulty level selected by the difficulty level selection unit 211.
[0269] Here, "making it more difficult to change or set parameters as the difficulty level increases" means "making it more difficult to change the parameters of an object as the difficulty level increases" or "making it more difficult to set parameters for an object as the difficulty level increases." As a result, the higher the difficulty level, the more difficult it is to develop an object. For example, the following is a case where a user can increase the ability of an object (an example of a parameter) by using points (experience points, etc.) earned in the game. In other words, increasing the number of points required to increase the ability by a predetermined amount as the difficulty level increases is an example of "making it more difficult to change the parameters of an object as the difficulty level increases."
[0270] Furthermore, for example, a case where an object can acquire (an example of setting) a special ability, which is an example of a parameter, using points earned by a user in a game is as follows: In other words, increasing the number of points required to acquire a special ability the higher the difficulty level is an example of "making it more difficult to set a parameter for an object the higher the difficulty level."
[0271] Furthermore, for example, when points (experience points, etc.) used to change or set parameters (abilities, etc.) can be earned based on the execution of a predetermined command (for example, a practice command), the following applies: In other words, in a game situation that is the same except for the difficulty level, reducing the number of points that can be earned based on the execution of a predetermined command as the difficulty level increases is an example of "making it more difficult to change or set parameters as the difficulty level increases."
[0272] Furthermore, for example, when an object's parameters (ability, etc.) are directly increased based on the execution of a predetermined command (e.g., a practice command), the following applies: In other words, in a game situation where all aspects except for the difficulty level are the same, making the degree to which the ability increases (the amount of increase or the rate of increase) based on the execution of a predetermined command smaller the higher the difficulty level is, which is an example of "making it more difficult to change the object's parameters the higher the difficulty level."
[0273] The phrase "at least a portion of the parameters of an object" may refer to all or a portion of the parameters that can be associated with an object. For example, if the parameters are abilities, all abilities, including those set in the object and abilities that may be set in the future through training, may be targeted, or a portion of all abilities may be targeted. In the case of the baseball game mentioned above, for example, the higher the origin rank, the more difficult it may be to change or set all of the main character's abilities (basic abilities, special abilities, and extended abilities), or only a portion of them (for example, only the basic abilities).
[0274] In the baseball game example described above, the difficulty level management unit 212 makes it more difficult to increase the basic abilities of the main character being trained during the training mode, the higher the origin rank selected by the user. This allows for effective countermeasures against inflation, even when the game in the training mode reaches a so-called inflationary state. That is, when the game reaches an inflationary state, a user, particularly one with a high level of game proficiency, may increase all abilities to their maximum and acquire as many special abilities as possible without having to choose which abilities to increase. This may result in fewer variations in the training results, which may diminish the enjoyment of the game. Furthermore, even if all abilities are increased to their maximum or acquired, experience points may remain unused, resulting in the waste of the experience points that have been acquired with great effort. Furthermore, if the experience points that have been acquired are wasted, this may also diminish the enjoyment of the game. However, according to the above aspect, the user can select the origin rank, and the higher the selected origin rank, the more difficult it is to increase the basic abilities of the character being trained. Therefore, even if inflation occurs in the game (or is about to occur), it is possible to provide the user with the interest of deciding which character's abilities to improve. This makes it possible to avoid situations where the variety of characters to be developed decreases even if the game reaches an inflationary state. In other words, it is possible to effectively avoid a decrease in interest due to inflation in the game.
[0275] 34, the first game executing unit 210 can be configured to include a memory control unit 213. The memory control unit 213 has a function of storing points acquired by the user in the first game and used to change or set the parameters in a memory device in association with the user's user identification information. In the baseball game example described above, the memory control unit 213 stores experience points acquired by the user in the training mode and used to change or set abilities in association with the user ID in the memory device.
[0276] Here, with regard to "points used to change or set parameters," there may be multiple types of points, or only one type. In the case of the experience points in the baseball game described above, the points are categorized into multiple types (strength, agility, technique, curveball, and spirit). Regarding the use of acquired points, the points may be used based on a user's operation to change or set parameters. Alternatively, points acquired automatically without a user's operation may be used to change or set parameters. For example, in a baseball game, if a user pre-sets a predetermined ability enhancement (e.g., defensive ability enhancement) as a training policy, the player's defensive ability may be automatically improved or a special ability related to defensive ability may be acquired, without the user having to perform an operation to use points.
[0277] The difficulty level management unit 212 can be configured to increase the points required to change or set the parameters of the object to be developed as the difficulty level selected by the difficulty level selection unit 211 increases.
[0278] In the baseball game example mentioned above, the difficulty level management unit 212 increases the experience points required to improve the main character's basic abilities the higher the origin rank selected by the user. This makes it more difficult to improve the main character's basic abilities. Therefore, even if experience point inflation (a state in which a large amount of experience points can be acquired) occurs, it is possible to give the user the fun of deciding which parameters to allocate experience points to.
[0279] 34 , difficulty level management unit 212 can be configured to include merit management unit 214. Merit management unit 214 has a function of making training in the first video game more advantageous the higher the difficulty level selected by difficulty level selection unit 211. Note that difficulty level management unit 212 does not have to be configured to include merit management unit 214, and difficulty level management unit 212 and merit management unit 214 may be configured separately.
[0280] Here, "making training in the first game more advantageous" includes making the training results in the first game more advantageous and making the training process (progression of the training game) in the first game more advantageous. For example, increasing the evaluation value of the parameters (abilities, etc.) of the trained object as the difficulty level increases, so that, given the same parameter values after training, the evaluation (assessment) of the training result increases as the difficulty level increases, which is an example of "making training in the first game more advantageous as the difficulty level increases." Also, for example, increasing the value of a specific parameter of an object to be trained at the start of training as the difficulty level increases is an example of "making training in the first game more advantageous as the difficulty level increases."
[0281] Furthermore, for example, the higher the difficulty level, the larger the specific ability values that can be acquired through events that occur during the first game, or the points required to increase specific ability values, may be included in the definition of "the higher the difficulty level, the more advantageous it is for development in the first game."
[0282] In the example of the baseball game mentioned above, the difficulty level management unit 212 makes it more difficult for the main character's basic abilities to improve the higher the origin rank, while the merit management unit 214 gives the main character more merit in terms of the evaluation of the training results, etc., the higher the origin rank. This can give the user a sense of satisfaction.
[0283] 34, the merit management unit 214 can be configured to include an evaluation unit 2141. The evaluation unit 2141 has a function of evaluating the results of raising an object based on the parameters of the object to be raised. The higher the difficulty level selected by the difficulty level selection unit 211, the higher the evaluation value of the parameters, and the more the evaluation unit 2141 evaluates the results of raising the object.
[0284] Here, with regard to "evaluating the results of raising the object," the evaluation may be performed using a numerical value (e.g., an assessment value) or using a rank such as A, B, or C.
[0285] For example, increasing the evaluation per unit parameter value (such as the evaluation per ability value of "1") as the difficulty level increases is an example of "increasing the evaluation value of a parameter as the difficulty level increases." For example, if a parameter is an ability, for abilities of the same type and value, increasing the assessment (evaluation) of the ability as the difficulty level increases is an example of "increasing the evaluation value of a parameter as the difficulty level increases." Furthermore, if the special ability acquired by the object is the same, increasing the assessment (evaluation) of the special ability is an example of "increasing the evaluation value of a parameter as the difficulty level increases."
[0286] In the example of the baseball game mentioned above, the evaluation unit 2141 evaluates the development results of the main character by increasing the evaluation value per unit ability of the main character (evaluation value per ability value "1") the higher the origin rank selected by the user. As a result, the higher the difficulty level, the more likely it is that a character will be developed that will have a higher evaluation of the development results (the aforementioned overall player strength and player rank).
[0287] Furthermore, the evaluation unit 2141 may evaluate the development results of the object to be developed according to the points required to change or set the parameters of the object. In the baseball game example described above, the development results of the main character may be evaluated (assessed) according to the experience points required to change or set the abilities of the main character (the total number of experience points required to improve the abilities). In this case, the higher the origin rank, the more experience points are required to improve the abilities of the main character, and the development results of the main character are evaluated according to the experience points required to improve the abilities. Therefore, the higher the origin rank, the higher the evaluation value per ability score "1" will be, and even if main characters with the same abilities are developed, the higher the origin rank, the higher the evaluation value of the development results will be.
[0288] Furthermore, the merit management unit 214 may increase the value of a specific parameter among the parameters of the object to be raised at the start of the raising process, the higher the difficulty level selected by the difficulty level selection unit 211 .
[0289] Here, the "specific parameter" refers to a portion of parameters associated with an object, and the higher the difficulty level, the higher the value set at the start of development. Here, the specific parameter may be changeable from its value at the start of development, or may be a fixed value that cannot be changed from its value at the start of development. For example, in the case of a difficulty level lower than a predetermined level (e.g., difficulty level 0), the specific parameter (e.g., expansion ability) may be increased from its value at the start of development (e.g., 0). Furthermore, in the case of a difficulty level higher than a predetermined level (e.g., difficulty level 1 or higher), the specific parameter (e.g., expansion ability) may be a fixed value that cannot be changed from its value at the start of development (e.g., a fixed value of "150" at difficulty level 1, a fixed value of "170" at difficulty level 2, etc.).
[0290] In the example of the baseball game mentioned above, the higher the origin rank selected by the user, the higher the value of the main character's extended ability (an example of a specific parameter) at the start of development is set by the merit management unit 214. As a specific example, the "rank" value at the start of development is "0" for origin rank 0, "150" for origin rank 1, "170" for origin rank 2, and "190" for origin rank 3 (see FIG. 18). The higher the origin rank, the more experience points required to increase basic abilities become, making it more difficult to improve abilities, while the merit of a higher value for extended abilities at the start of development is provided, which gives the user a sense of satisfaction.
[0291] Furthermore, the merit management unit 214 may allow the specific parameter to be changed from the value at the start of training when the difficulty level selected by the difficulty level selection unit 211 is less than a predetermined level, but may set the specific parameter to a fixed value that cannot be changed from the value at the start of training when the difficulty level is equal to or greater than the predetermined level. In this case, the merit management unit 214 sets the fixed value of the specific parameter when the difficulty level is equal to or greater than the predetermined level to be greater than the maximum value of the specific parameter when the difficulty level is less than the predetermined level.
[0292] In the example of the baseball game mentioned above, when the origin rank is 0 (an example of a difficulty level lower than a predetermined level) (e.g., when the difficulty level is 0), the merit management unit 214 allows the "rank" (an example of a specific parameter) to be increased from the value of "0" at the start of training to a maximum value of "120." Furthermore, when the origin rank is 1 or higher (an example of a difficulty level higher than a predetermined level), the merit management unit 214 sets the "rank" to a fixed value greater than the maximum value of "120" (e.g., 150 for origin rank 1) (see FIG. 18 ). The same applies to expansion abilities other than "rank." As a result, when the difficulty level is Origin Rank 1 or higher, expansion abilities higher than those of Origin Rank 0 are granted, and the merit is achieved that all acquired experience points can be used to improve abilities other than expansion abilities (e.g., basic abilities). This can provide a sense of satisfaction to the user.
[0293] Furthermore, the merit management unit 214 may set the fixed value of the specific parameter when the difficulty level is a predetermined level or higher so that the higher the difficulty level, the larger the fixed value. In the example of the baseball game described above, when the origin rank is 1 or higher, the merit management unit 214 sets the fixed value of "rank" or "attraction power" so that the higher the origin rank, the larger the fixed value (see FIG. 18). This allows the merit to increase as the origin rank increases, giving the user a sense of satisfaction.
[0294] The parameters of the object to be trained may be used to execute a second game using the object trained in the first game. In the baseball game example described above, the abilities (including basic abilities, special abilities, and extended abilities) of the main character trained in the training mode are used to execute a battle mode (an example of a second game). Here, the "second game" may be of any genre or specifications, as long as it is a game different from the first game in which the object to be trained is trained. The first game and the second game may each be a part of a single game, or may be separate games. For example, one game mode among multiple game modes included in a game executed by a single game program may be an example of the "first game," and the other game modes may be an example of the "second game." Furthermore, the game executed by the first game program may be the first game, and the game executed by the second game program may be the second game.
[0295] Furthermore, the parameters of the object to be raised affect the evaluation of the result of raising the object.
[0296] At the start of training of an object to be trained, at least some of the parameter settings of the object may be set so as not to change depending on the difficulty level. In the example of the baseball game mentioned above, at the start of training of the main character, the special ability settings basically do not change depending on the origin rank. In other words, at the start of training, the main character does not have any special abilities that can be acquired using experience points, regardless of the origin rank.
[0297] As a variation, the initial abilities (including basic abilities, special abilities, and extended abilities) of the main character at the start of training may be the same regardless of the origin rank. Also, if variations in the initial abilities are allowed, the variations may be determined using the same criteria within the same variation range regardless of the origin rank.
[0298] The game content of the first game, excluding processing by the difficulty level management unit 212, can be configured not to change depending on the difficulty level. Here, the "content of the first game" includes, for example, the game operation method and the difficulty of operation. For example, in a first game that involves action (e.g., a first game that includes game content in which the user hits a pitched ball), the game operation method and the difficulty of operation do not change depending on the difficulty level, which is an example of "the content of the first game does not change depending on the difficulty level." On the other hand, if a predetermined assist function works more effectively when the difficulty level is low, making the action game easier to operate, and the assist function becomes weaker or disappears as the difficulty level increases, this would be considered "the content of the first game changes depending on the difficulty level."
[0299] For example, in the case of a first game involving a match, the "contents of the first game" include the criteria for selecting an opponent. In other words, the higher the difficulty level, the stronger the opponent, and the criteria for selecting an opponent do not change depending on the difficulty level, which is an example of "the contents of the first game do not change depending on the difficulty level." For example, if an opponent is selected based on the user's game level, the higher the user's game level, the stronger the opponent will be, regardless of the difficulty level. This is an example of "the contents of the first game do not change depending on the difficulty level." On the other hand, if the higher the difficulty level, even if the user's game level is the same, the stronger the opponent will be, this would be "the contents of the first game change depending on the difficulty level."
[0300] In the baseball game example mentioned above, the operation method, difficulty of operation, and criteria for selecting opponents in the training mode (including games played in the training mode) are the same regardless of the origin rank. The game content of the training mode, excluding processing by the difficulty management unit 212, can be configured not to change depending on the origin rank. With this configuration, the higher the origin rank selected by the user, the more difficult it becomes to change or set at least some of the main character's abilities, but the content of the training game itself is not dependent on the origin rank. This effectively avoids a decline in interest due to game inflation without making major changes to the game specifications.
[0301] The difficulty level selection unit 211 can be configured to allow the user to select a difficulty level when the user meets a predetermined first unlocking condition for the game, and to apply the lowest difficulty level until the first unlocking condition is met.
[0302] Here, the "predetermined first unlocking condition related to the game" may be, for example, a condition related to the first game. For example, a condition that the evaluation (e.g., player rank) of an object developed in the first game is equal to or higher than a predetermined rank is an example of the "predetermined first unlocking condition related to the game." Furthermore, a condition that the total value of points (e.g., experience points) earned in the first game is equal to or higher than a predetermined value is an example of the "predetermined first unlocking condition related to the game." Various other conditions related to the first game can be the "predetermined first unlocking condition related to the game." Furthermore, the "predetermined first unlocking condition related to the game" may be, for example, a condition related to the evaluation (e.g., team overall strength, team rank, etc.) of a group including an object developed in the first game. For example, a condition that the team overall strength value of a team including an object developed in the first game is equal to or higher than a predetermined value is an example of the "predetermined first unlocking condition related to the game." In this case, a team including an object developed in the first game may be used in a second game different from the first game. In other words, the "predetermined first unlocking condition related to the game" may be a condition related to a second game different from the first game.
[0303] In the example of the baseball game mentioned above, the "Origin Success Unlocking Condition" corresponds to the "First Unlocking Condition," which is that the "Team Rank" of the user's "My Team," which is made up of players trained in the training mode, is C rank or higher. When the Origin Success Unlocking Condition is met, the difficulty level selection unit 211 allows the user to select an origin rank, and applies an origin rank of 0 until the Origin Success Unlocking Condition is met. This configuration is based on the following reasons: Users with low game proficiency, such as beginners, are hardly affected by game inflation. If a user with low game proficiency trains at a high origin rank, they may only be able to train players with extremely low abilities, which could reduce the interest of the game. Therefore, the selection of an origin rank is permitted after the Origin Success Unlocking Condition is met. This avoids the aforementioned decrease in the interest of the game.
[0304] The difficulty level selection unit 211 can be configured to allow the user to select a difficulty level higher than the highest selectable difficulty level if the user selects the highest selectable difficulty level after satisfying the first unlocking condition and then satisfies a predetermined second unlocking condition related to the first game.
[0305] For example, a condition that the evaluation (e.g., player rank) of an object raised in the first game is equal to or higher than a predetermined rank corresponds to an example of a "predetermined second unlocking condition for the first game." Furthermore, a condition that a predetermined achievement condition for the first game (e.g., the evaluation of the raised object is equal to or higher than a first threshold) is achieved a predetermined number of times (e.g., three times) corresponds to an example of a "predetermined second unlocking condition for the first game." In this case, if the evaluation of the object raised in a single training session in the first game is higher than a predetermined value, the number of times required to satisfy the second unlocking condition may be relaxed. For example, if the evaluation (e.g., player rank) of the raised object is equal to or higher than a second threshold that is greater than the first threshold, the number of times required to satisfy the second unlocking condition may be reduced by, for example, "1" (or the achievement condition may be considered to be achieved twice in one training session). Furthermore, for example, if the evaluation of the raised object is equal to or higher than a third threshold that is greater than the second threshold, the number of times required to satisfy the second unlocking condition may be reduced by, for example, "2" (or the achievement condition may be considered to be achieved three times in one training session). Furthermore, for example, a condition that the total value of points (e.g., experience points) earned in the first game is equal to or greater than a predetermined value corresponds to an example of a “predetermined second unlocking condition related to the first game.” Various other conditions related to the first game can also be set as “predetermined second unlocking conditions related to the first game.”
[0306] In the baseball game example described above, the "origin rank unlocking condition" corresponds to the "second unlocking condition" being achieved three or more times, i.e., that the player rank reached at the end of training reaches the origin rank unlocking border. After the origin success unlocking condition is satisfied, the difficulty level selection unit 211 unlocks an origin rank higher than the highest selectable origin rank if the user selects the highest selectable origin rank and then satisfies the origin rank unlocking condition. This configuration is based on the following reason. Even if the user trains at an origin rank that does not match the user's game proficiency, it may be possible to train only extremely low-ability players, which could diminish the enjoyment of the game. Therefore, the selection of an origin rank higher than the highest selectable origin rank is permitted only after the origin rank unlocking condition (a condition that allows the user to determine (predict) that a player with a certain level of evaluation commensurate with a higher origin rank can be trained) is satisfied. This avoids the aforementioned decline in the enjoyment of the game.
[0307] 4. Processing Next, an example of processing executed by the game system 1 of this embodiment will be described below. Here, an example of processing executed by the game system 1 when executing the baseball game described above will be described.
[0308] 35 to 39 are flowcharts showing an example of the processing of the game system 1, illustrating the basic processing procedure from the start to the end of the training mode. The processing described below is realized by the control unit 200 (at least one of the CPU 11 of the game terminal 10 and the CPU 31 of the server 30) executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.).
[0309] 35, if the user performs an operation to select an arbitrary scenario from among a plurality of scenarios, the control unit 200 determines the scenario to be executed. Note that if there is only one scenario, step S100 can be omitted.
[0310] In S102, the control unit 200 determines whether the origin success unlocking conditions are met (whether origin success is unlocked). The origin success unlocking conditions may be, for example, that the team rank of the player's team is C rank or higher, but may be other conditions. If the answer is YES in S102, the process proceeds to S104; if the answer is NO, the process proceeds to S108. In S104, the control unit 200 permits the selection of an origin rank. In this case, the origin rank change button B111 in area A160 of the basic information setting screen G100 of FIG. 2 becomes operable. In S106, the control unit 200 sets the origin rank selected by the user. On the other hand, in S108, because the origin success unlocking conditions are not met, the control unit 200 sets no origin rank (origin rank 0). The origin rank set in S106 or S108 is stored in a field of the main character data DT104.
[0311] In S110, the control unit 200 performs settings for starting development, such as basic information, event deck, and brought-in items, based on user operations. The control unit 200 stores the set information in the event deck data DT103, main character data DT104, etc.
[0312] Thereafter, development begins (the scenario begins), and in S112 the control unit 200 performs a section start process. Specifically, the control unit 200 adds 1 to the number of sections stored in the game progression data DT106. In S114, the control unit 200 performs a turn start process. Specifically, the control unit 200 adds 1 to the number of turns stored in the game progression data DT106.
[0313] In S116, the control unit 200 determines whether to generate a previous event based on information about the event character's event set in the event deck and information about the scenario event that is predetermined and specific to that scenario. In this process, the control unit 200 performs an event generation lottery, and if the lottery result is successful, the previous event is generated. If the result of this determination is to generate a previous event, the process proceeds to S118 (YES in S116), and if the previous event is not to be generated, the process proceeds to S120 in FIG. 36 (NO in S116).
[0314] In S118, the control unit 200 generates the event that was selected by lottery. Specifically, the control unit 200 generates a screen corresponding to the story of the event and displays it on the display unit 17. At this time, the control unit 200 may grant experience points to the main character, restore stamina, increase the evaluation value of the event character appearing in the event relative to the main character, or change the main character's "motivation." The control unit 200 then stores the experience points and the like in the storage device in association with the user ID, and updates the main character data DT104.
[0315] In S120 of Fig. 36, the control unit 200 displays the main screen G700 illustrated in Fig. 9 on the display unit 17. In S122 to S124, the control unit 200 determines which of the options P707 to P713 on the main screen G700 has been selected by the user's operation. If the "ability improvement" option P710 has been selected (YES in S122), the process proceeds to S126. The ability improvement processing in S126 will be described later. If the "practice" option P708 has been selected (NO in S122, YES in S124), the process proceeds to S130. If an option other than these has been selected (NO in S122 and S124), the process proceeds to S128.
[0316] In S128, the control unit 200 performs processing according to the selected option. If the "Rest" option P707 is selected by the user's operation, the control unit 200 updates the main character data DT104 to restore the main character's stamina. If the "Visit the Hospital" option P711 is selected by the user's operation, the control unit 200 holds a lottery to cure the main character's illness, etc., and if the lottery is won, updates the main character data DT104 with respect to the illness, etc. If the "Play" option P712 is selected by the user's operation, the control unit 200 updates the main character data DT104 to restore the main character's stamina and "motivation." If the "Date" option P713 is selected by the user's operation, the main character's stamina is restored and experience points are granted to the main character according to the content of the date. Accordingly, the control unit 200 updates the main character data DT104. If necessary, the control unit 200 displays information such as the amount of increase in physical strength on the display unit 17.
[0317] In S130, the control unit 200 determines a provisionally selected practice. When the "Practice" option is selected for the first time, for example, the control unit 200 determines the provisionally selected practice to be the default "hitting." From the second time onward, the control unit 200 determines the previously selected practice as the provisionally selected practice. In S132, the control unit 200 displays a practice screen G800, as illustrated in FIG. 10, on the display unit 17. In this case, the control unit 200 displays teammates and the like associated with the provisionally selected practice on the screen. If the user performs an operation to change the provisionally selected practice on the practice screen G800 (YES in S134), the process returns to S130, and S130 to S132 are executed again. If the user performs an operation to confirm the practice by reselecting the provisionally selected practice (YES in S134), the process proceeds to S140. Furthermore, if the back button P804 is selected (YES in S138), the process returns to S134.
[0318] In S140, the control unit 200 executes the confirmed practice. As a result, the control unit 200 grants the main character experience points corresponding to the confirmed practice. The control unit 200 also causes the main character to consume stamina, acquire tips if a tips event has occurred, and increase the evaluation value of teammates, etc. The control unit 200 then reflects the results of the practice in the main character data DT104.
[0319] Thereafter, the process proceeds to S142 in Fig. 37. In S142, the control unit 200 determines whether or not to cause a subsequent event, similar to S116 described above. That is, the control unit 200 performs an event occurrence lottery, and if the lottery is won, the subsequent event occurs. If the result of this determination is that the subsequent event will not be caused to occur, the process proceeds to S146, and if the subsequent event will be caused to occur, the process proceeds to S144. The conditions for causing the subsequent event are the same as those for the previous event.
[0320] In S144, the control unit 200 generates the event that was selected by lottery. Specifically, the control unit 200 generates a screen corresponding to the story of the event and displays it on the display unit 17. At this time, as with the previous event, the control unit 200 grants experience points to the main character, restores stamina, increases the evaluation value of the event character appearing in that event regarding the main character, and changes the main character's "motivation." At a predetermined turn in the fourth section, the draft ranking is determined based on the scout's evaluation, and experience points are granted according to the draft ranking. The control unit 200 then updates the main character data DT104. Note that at a predetermined turn in the fourth section, a baseball game (a qualifying or Koshien game) occurs as a subsequent event. In this case, the control unit 200 updates the game progress data DT106 with information related to the outcome of the game and grants experience points according to the result of the game.
[0321] In S146, the control unit 200 performs turn end processing. Specifically, the control unit 200 restores a certain amount of the main character's stamina and updates the game progress data DT106 to transition to the next turn. In S148, the control unit 200 determines whether the current turn is the last turn of each section. If it is the last turn, the process proceeds to S150 (YES in S148). If it is not the last turn, the process returns to S114 in FIG. 35 (NO in S148). Note that if the player loses the match and is eliminated midway through the fourth section, the fourth section is forcibly ended, and the current turn becomes the last turn. Note that if the player continues to win matches and progresses to the 15th turn of the fourth section, the current turn will also be the last turn.
[0322] In S150, the control unit 200 determines whether the current section is the last section. If it is the last section, the process proceeds to S152. On the other hand, if it is not the last section, the control unit 200 updates the game progress data DT106 to move on to the next section, and then returns to S112 in FIG. 35 .
[0323] From S152 onwards, the control unit 200 performs processing to end the training mode. In S152, the control unit 200 prompts the user to use unused experience points held by the user to improve the abilities of the main character, and executes the ability improvement processing.
[0324] In S154, the control unit 200 evaluates the player whose development has ended using evaluation criteria according to the origin rank (for example, using a calculation formula according to the origin rank). Here, the control unit 200 evaluates the player by increasing the evaluation value per unit ability (by increasing the evaluation value per ability value) the higher the origin rank. Then, the control unit 200 determines the value of the overall player strength of the player whose development has ended.
[0325] In S156, the control unit 200 determines the player rank of the player whose training has been completed based on the value of the player's overall strength. Then, the control unit 200 displays an overall evaluation screen G1200, as shown in FIG. 22 or 23, on the display unit 17. In S158, the control unit 200 executes an origin rank release determination process that determines whether or not to release an origin rank one level higher than the currently released origin rank. The origin rank release determination process will be described later. In S160, the control unit 200 registers the player whose training has been completed in association with the user ID. This makes the player whose training has been completed available for use in battle mode, etc.
[0326] Next, an example of the ability improvement processing of S126 and S152 will be described with reference to the flowchart of FIG. 38. In S200, the control unit 200 sets a larger number of experience points required to improve a basic ability the higher the origin rank (see FIGS. 15 to 17). In S202, the control unit 200 determines whether the origin rank is 1 or greater. If the answer is YES in S202, in S204, the control unit 200 disables the use of experience points for an expanded ability and sets the ability value of the expanded ability to a fixed value corresponding to the origin rank (see FIG. 18). On the other hand, if the origin rank is 0 (NO in S202), in S206, the control unit 200 allows the use of experience points for an expanded ability and sets the range of the expanded ability, for example, from an initial value of 0 to a maximum value of 120 (see FIG. 18).
[0327] Then, in S208, the control unit 200 displays on the display unit 17 an ability improvement screen (see FIGS. 11 to 14 and 19 to 21) that reflects the settings of S200 and the settings of S204 or S206. If the user performs an experience point allocation operation on the ability improvement screen (YES in S210), the control unit 200 displays on the ability improvement screen a state in which the main character's abilities have been improved in accordance with the operation (S212). The processing of S210 to S212 is repeated until the user performs an operation to confirm the experience point allocation. If the user performs an operation to confirm the experience point allocation (YES in S214), the control unit 200 consumes the experience points used for the ability improvement (deducts them from the possessed experience points) and confirms the improvement in the main character's abilities (S216). This causes the control unit 200 to update the experience points, abilities, overall rating, etc., in the main character data DT104.
[0328] Next, an example of the origin rank release determination process of S158 will be described with reference to the flowchart of Fig. 39. In S300, the control unit 200 determines whether origin access has been released, and if YES, proceeds to S302, and if NO, ends the process. In S302, the control unit 200 determines whether the user's released origin rank is the highest rank permitted in the game, and if YES, proceeds to S304, and if NO, ends the process. In S304, the control unit 200 determines whether the user has been raised at the highest selectable origin rank, and if YES, proceeds to S306, and if NO, ends the process.
[0329] In S306, the control unit 200 determines whether the player rank reached at the end of training has reached the origin rank unlock border. If the answer is YES, the process proceeds to S308; if the answer is NO, the process ends. In S308, the control unit 200 increases the number of achievements and updates the user information table TBL101. Here, if the player rank has reached the origin rank unlock border one rank higher than the highest unlocked origin rank (a first threshold or higher), the control unit 200 increases the number of achievements by "1." Furthermore, if the player rank has reached the origin rank unlock border two ranks higher (a second threshold or higher), the control unit 200 increases the number of achievements by "2," and if the player rank has reached the origin rank unlock border three ranks higher (a third threshold or higher), the control unit 200 increases the number of achievements by "3."
[0330] In S310, the control unit 200 determines whether the number of achievements has reached three (or whether it is three or more), and if the answer is YES, proceeds to S312, and if the answer is NO, ends the processing. In S312, the control unit 200 releases the origin rank one rank higher than the highest origin rank that has already been released, and updates the user information table TBL101. In addition, in S314, the control unit 200 resets the number of achievements and updates the user information table TBL101.
[0331] [5. Modifications, etc.] While the embodiments of the present invention have been described above, the specific configurations are not limited to the above-described embodiments, and designs that do not deviate from the gist of the present invention are also included. Furthermore, the above-described configurations and aspects can be combined in any manner.
[0332] In the above [5-1], only users who satisfy a predetermined origin success unlocking condition (an example of a first unlocking condition) can select an origin rank as the difficulty level of the game. As a variation, the first unlocking condition may be omitted, and any user may be allowed to select the difficulty level of the game.
[0333] [5-2] The above example shows that after the origin success unlocking condition is satisfied, only the lowest origin rank, 0, can be set, and that to be able to select and set subsequent ranks, the origin rank unlocking condition (an example of the second unlocking condition) must be satisfied. However, this is not limiting. As a variation, after the origin success unlocking condition is satisfied, it may be possible to select and set origin ranks up to a predetermined rank (e.g., rank 1). Then, to be able to select origin ranks higher than the predetermined rank, it may be necessary to satisfy a predetermined origin rank unlocking condition. As another variation, the second unlocking condition may be omitted, and after the first unlocking condition is satisfied, all users may be able to select all difficulty levels available in the game. Alternatively, the first unlocking condition and the second unlocking condition may be omitted, and all users may be able to select all difficulty levels available in the game from the start.
[0334] [5-3] The above example illustrates an example in which the experience points required to increase the abilities of the main character for an origin rank of 1 are four times the experience points required for an origin rank of 0. Also, an example was shown in which the experience points required to increase the abilities of the main character for an origin rank of 2 or higher are 1.75 times the experience points required for the next lower origin rank. That is, an example was shown in which the experience points required for an origin rank of m (m is a natural number greater than or equal to 2) are 4 × 1.75^(m-1) times the experience points required for an origin rank of 0. These examples are not limiting. The higher the origin rank (an example of difficulty level), the greater the experience points required to change or set the abilities of the target character to be trained. [5-4] The components described above, particularly the difficulty level selection unit and difficulty level management unit, may be included from the start of service for the game in the game system 1, or may be added as needed after the service begins. For example, for a while (e.g., several years) after the distribution (release) of a game application in which objects are trained, the parameters handled in the game will not increase too much as the game progresses. Therefore, in a game in which players develop objects, it is not possible for any user to maximize almost all of the abilities associated with the objects. Furthermore, it is also not possible to develop objects that are so powerful that they disrupt the game balance. However, some time after the release of a game, parameters handled in the game may increase too much as the game progresses, resulting in what is known as game inflation. For example, after the release of a game, inflation may occur if powerful game objects that can be used in the game are added as needed. Furthermore, in the case of the aforementioned baseball game, game inflation may occur if powerful event characters are added each time or new scenarios with features that allow players to earn many experience points are added each time. Once such inflation has occurred or is about to occur, components such as a difficulty level selection unit and a difficulty level management unit may be added after the game service begins as a countermeasure against game inflation.Alternatively, in anticipation of possible future game inflation, the game system 1 may include components such as a difficulty level selection unit and difficulty level management unit from the start of game service.
[0335] [5-5] Above, an example was shown in which the basic upper limit (maximum value) of basic abilities is different for Origin Rank 0 and for Origin Rank 1 or higher, with the upper limit being higher for Origin Rank 0 (maximum value 100) than for Origin Rank 1 or higher (maximum value 80). This is not limiting, and for example, the upper limit of the parameters of the object to be trained may be higher for Origin Rank 1 or higher than for Origin Rank 0. Furthermore, for example, the higher the origin rank, the higher the upper limit of the parameters of the object to be trained, so that the higher the difficulty level, the more merit in the game is generated.
[0336] Alternatively, since it becomes more difficult to increase parameters as the difficulty level increases, the upper limit of the parameters of the object to be raised may be lowered as the origin rank increases.
[0337] Alternatively, the upper limit of the parameters of the object to be raised may be the same for all origin ranks.
[0338] [5-6] In the above, an example configuration has been shown in which the experience points required for a development target object to acquire a special ability are the same regardless of the origin rank. However, this is not limited to this. For example, the higher the origin rank (difficulty level), the greater the experience points required to acquire the special ability. For example, similar to the experience points required to increase basic abilities, the experience points required to acquire a "special ability" may be four times greater for an origin rank of 1 than for an origin rank of 0, or 4 × 1.75^(m-1) times greater for an origin rank of m (m is a natural number greater than or equal to 2). This is not limiting; the higher the origin rank (an example of difficulty level), the greater the experience points required to change or set the abilities of the development target. For example, the multiplier (origin coefficient) that increases the experience points required to increase basic abilities according to the origin level may be different from the multiplier that increases the experience points required to acquire a special ability according to the origin level.
[0339] [5-7] The above describes an example in which the evaluation method (evaluation criteria) for characters resulting from training differs between when the Origin Rank is 0 and when it is 1 or greater, but this is not limiting. For example, the evaluation method for characters resulting from training may be unified for all Origin Ranks, with the required experience points equaling the evaluation value, for example. For example, the same (common) calculation formula may be used to determine the ability-based evaluation for all Origin Ranks.
[0340] If the evaluation method is the same for all Origin Ranks and the evaluation is based on the required experience points, the higher the Origin Rank, the more experience points are required to increase the ability value of basic abilities, so if the abilities of the trained character are the same, the higher the Origin Rank, the higher the evaluation of the training results.In other words, the higher the Origin Rank, the higher the evaluation value per ability value of "1" of basic ability (the evaluation value per unit ability value).
[0341] [5-8] In the above, an example of assessing the training results according to the required experience points when the origin rank is 1 or higher is basically shown as "required experience points = assessment value," but this is not limited to this. For example, assessment value = required experience points x α may also be used. Here, α is an arbitrary coefficient. α may be greater than 1 or may be less than 1.
[0342] [5-9] In cases where the trained character acquires the same type of special ability in both the case of origin rank 0 and the case of origin rank 1 or higher, the following configuration can be applied. That is, when comparing the case of origin rank 0 and the case of origin rank 1 or higher, the assessment value of the special ability may be made higher in the case of origin rank 1 or higher than in the case of origin rank 0. Alternatively, the assessment value of the special ability may be made the same whether the origin rank is 0 or 1 or higher.
[0343] [5-10] In the above, an example was shown in which the determination of whether the second unlocking condition (the condition that allows the selection of an origin rank higher than the currently selectable origin rank) was achieved was made based on the "player rank" reached at the end of training, but this is not limiting. For example, the determination may be made based on the "total number of experience points acquired during character training" instead of the player rank. Alternatively, the determination may be made based on the "total number of experience points used to improve the character's abilities" instead of the player rank. Here, improving a character's abilities includes changing the character's abilities and acquiring new abilities.
[0344] [5-11] The above describes an example of a configuration in which the initial values of the parameters of the object to be raised are set differently for origin rank 0 and origin rank 1 or higher. That is, an example of a configuration in which the initial values have a range of variation for origin rank 0, and are set to fixed initial values without a range of variation for origin rank 1 or higher. This is not limiting, and for example, the initial values of the parameters of the object to be raised may have a range of variation or may be set to fixed initial values regardless of the origin rank.
[0345] [5-12] As described above, it is sufficient that the higher the difficulty level selected by the user, the more difficult it is to change or set at least some of the parameters of the object. Therefore, in the baseball game described above, it is also possible to set parameters that are affected by the difficulty level, rather than all abilities. For example, among the basic abilities, a specific ability "power" may be configured to be more difficult to increase the higher the origin rank. Alternatively, it is also possible to provide an advantage in evaluation of the specific ability "power" (for example, the higher the origin rank, the higher the evaluation value per unit ability value of power). Furthermore, basic abilities other than "power" may be configured not to be affected by the origin rank. Note that there may be two or more specific abilities.
[0346] [5-13] As in the baseball game described above, instead of allocating experience points to abilities, a configuration may be adopted in which the parameters (abilities, etc.) of an object are directly increased based on the execution of a predetermined command (e.g., a practice command). In such a configuration, the higher the difficulty level selected by the user, the smaller the parameter value (ability value, etc.) that can be acquired by executing a command such as a single practice. Instead, a configuration may be adopted in which an advantage is provided when evaluating the developed object (e.g., the evaluation value per unit ability value is increased as the difficulty level increases).
[0347] [5-14] The above example illustrates the application of an origin rank to all scenarios once the origin success and origin rank are unlocked. However, this is not limiting. For example, a difficulty level (origin rank) setting may be applied to only some of multiple scenarios, while not being applied to the remaining scenarios. Furthermore, the difficulty level setting may be changeable for each scenario. In this case, the user may be able to change the difficulty level setting for each scenario through user operation. Incidentally, as described in [5-4] above, a new configuration such as a difficulty level selection unit may be introduced some time after the launch of game service, allowing difficulty level setting (user selection of difficulty). In this case, the difficulty level setting (user selection of difficulty) can be applied not only to scenarios released after the introduction of the configuration such as the difficulty level selection unit, but also to scenarios that were already released at the time of the introduction of the configuration. Furthermore, the difficulty level applied to a scenario can be changed later. Even if difficulty level setting is enabled (or disabled) for a certain scenario, the availability of a difficulty level setting for that scenario (or whether it can be enabled or disabled) may be changed later. If it is possible to set the difficulty level for a certain scenario, the user can select a rank (difficulty level) from the available origin ranks for each training in that scenario, as shown in Figures 2 and 4. Therefore, for example, a user can select and set origin rank 1 in a certain scenario to end training, and then select and set origin rank 2 in the same scenario to start new training.
[0348] [5-15] For example, in the baseball game mentioned above, depending on the scenario selected by the user, it may be easier to earn more experience points than in other scenarios. That is, the ease of earning experience points varies depending on the scenario. In other words, the ease of improving a character's abilities varies depending on the scenario. Therefore, the experience points required to change or set a character's abilities may be varied depending on the scenario. That is, the easier it is to earn experience points in a scenario, the more likely it is that game inflation will occur, so the experience points required to change or set a character's abilities may be set to be greater. In addition, the aforementioned origin rank setting may be applied. Furthermore, the evaluation value (e.g., assessment value per unit ability) of the abilities of a character developed depending on the scenario may be varied. That is, the more difficult it is to earn experience points in a scenario, the higher the evaluation value of the abilities of the developed character. Furthermore, the higher the origin rank, the higher the evaluation value of the abilities of the developed character.
[0349] [5-16] Instead of selecting an origin rank, other methods (configurations) may be used to make it more difficult to change or set at least some of the parameters of the object being developed, the higher the difficulty level selected by the user. For example, a configuration may be used in which dedicated items associated with multiple difficulty levels, such as a dedicated item for difficulty level 1 and a dedicated item for difficulty level 2, are used. In this configuration, the higher the difficulty level associated with the dedicated item selectively used by the user, the more difficult it is to change or set the parameters of the object. Alternatively, a configuration may be used in which the dedicated item provides an advantage, such as an advantage when evaluating the developed object. In this case, the aforementioned configurations can basically be applied, except that the selection of an origin rank replaces the selection of a dedicated item.
[0350] [5-17] For example, a configuration may be adopted in which characters are associated with multiple difficulty levels, such as a character with a difficulty level 1 effect and a character with a difficulty level 2 effect. In this configuration, when a user uses the character (e.g., by adding it to a deck), an effect corresponding to the difficulty level associated with the character is generated, and the higher the difficulty level, the more difficult it is to change or set the parameters of the target character. In the baseball game described above, at least some of the multiple event characters may be implemented with an event character that has an effect corresponding to the difficulty level. In this case, by adding an event character with an effect corresponding to the difficulty level to the event deck, it becomes more difficult to change or set the parameters of the target character depending on the difficulty level. Instead, a configuration may be adopted in which an advantage is gained when evaluating the developed object. In this case, the aforementioned configurations are basically applicable, except that the selection of an origin rank replaces the selection of a character associated with a difficulty level. [5-18] While the above description has primarily focused on the example of a baseball game, the present invention can also be applied to other games. For example, it can be applied to a variety of games, regardless of game format or genre, such as other sports games (games based on soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), fighting games, combat games, digital card games, role-playing games, simulation games, and adventure games, as long as the game is "a game in which an object is developed by changing or setting the parameters of the object based on user operation."
[0351] [5-19] The game terminal 10 and the server 30 can communicate with each other to send and receive various data. Both are information processing devices (computers) equipped with a CPU, ROM, RAM, auxiliary storage device, communication unit, etc., and basically have the same hardware configuration. Therefore, some of the various functions described above may be realized by the CPU 11 of the game terminal 10, and the rest may be realized by the CPU 31 of the server 30. Alternatively, all of the various functions described above may be realized by the CPU 11 of the game terminal 10. Alternatively, all of the various functions described above may be realized by the CPU 31 of the server 30.
[0352] [5-20] Regarding a configuration having a storage control function for storing various information in a storage device, the storage device itself is not included in the configuration, and may be installed anywhere, whether inside or outside the game system 1. For example, the storage device may be a storage device within the game system 1 (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.), or a file server (online storage) or the like configured separately from these.
[0353] [5-21] Some or all of the functions of the control unit 110 described above may be implemented by an integrated circuit such as an LSI (Large Scale Integration). Also, each of the above functions may be implemented individually as a processor. Alternatively, some or all of the above functions may be integrated into a processor.
[0354] [5-22] The computer-readable program according to this embodiment is recorded on various computer-readable recording media, such as a hard disk, optical disk (CD-ROM, DVD-ROM, etc.), flexible disk, or semiconductor memory, and is read from the recording media and executed by the CPU of a computer constituting the game system 1 or the game control device. The program can also be provided to a computer via a network, including a communication line such as the Internet, a WAN, a LAN, or a dedicated line. A computer may read a program stored on a file server (online storage). A computer may also receive a program distributed from a distribution server. The recording media also include internal or external recording media accessible from the distribution server for program distribution. The program code stored on the distribution server's recording media does not have to be in a format directly executable by the computer that receives it. In other words, the format of the program stored on the distribution server's recording media is arbitrary, as long as it can be installed in an executable format on a computer after being downloaded from the distribution server. The program may also be divided into multiple parts, downloaded at different times, and then combined. Each of the divided programs may be distributed by a different distribution server. The computer-readable recording medium also includes a storage medium that stores the program for a certain period of time, such as a volatile memory such as RAM in a server that transmits the program via a network or in a computer that receives the program. The program may also be a differential program that can achieve the above-mentioned functions in combination with a program already stored in the computer.
[0355] [6. Supplementary Notes] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0356] 1) A game system (1) according to one aspect of the present invention is a game system that provides a game including a first game in which a user develops an object (e.g., a character) by changing or setting parameters (e.g., abilities) of the object based on a user's operation, and includes: a difficulty selection unit (211) that selects one difficulty level from a plurality of difficulty levels (e.g., origin ranks) for the first game based on the user's difficulty selection operation; and a difficulty management unit (212) that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game the higher the difficulty level selected by the difficulty selection unit (211).
[0357] 12) A game control device (10 or 30) according to one aspect of the present invention is a game control device that provides a game including a first game in which an object (e.g., a character) is developed by changing or setting parameters (e.g., abilities) of the object based on a user's operation, and includes: a difficulty selection unit (211) that selects one difficulty level from a plurality of difficulty levels (e.g., origin ranks) for the first game based on the user's difficulty selection operation; and a difficulty management unit (212) that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game the higher the difficulty level selected by the difficulty selection unit (211).
[0358] 13) A control method according to one aspect of the present invention is a control method for controlling a computer (1, 10, 30) that provides a game including a first game in which an object (e.g., a character) is developed by changing or setting parameters (e.g., abilities) of the object (e.g., a character) based on a user's operation, and includes a difficulty level selection step (S106) that selects one difficulty level from a plurality of difficulty levels (e.g., origin ranks) for the first game based on the user's difficulty level selection operation, and a difficulty level management step (S200) that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game, the higher the difficulty level selected by the difficulty level selection step (S106).
[0359] Here, the "computer" may include at least a processor and a storage device (memory). Here, the processor is, for example, a CPU. The processor may also include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of the CPU. For example, personal computers, tablet computers, smartphones, stationary or portable game consoles, commercial game consoles, mobile phone terminals, PHS terminals, PDAs, multi-function television receivers with information processing functions, servers, and other devices that include a processor and a storage device are all included in the "computer" category. Furthermore, the "computer" may be composed of multiple devices that can communicate with each other. For example, a system including a server and a terminal device is also included in the "computer" category.
[0360] 14) A program according to one aspect of the present invention is a program for causing a computer to function as a game system (1) described in any one of 1) to 11) or a game control device (10 or 30) described in 12).
[0361] 15) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 14) recorded thereon.
[0362] The above aspects 1), 12) to 15) enable effective countermeasures against inflation, even when the game reaches a so-called inflationary state. That is, when the game reaches an inflationary state, some users may be able to increase almost all types of parameters to their maximum without having to choose which objects to develop (e.g., which types of parameters to increase). This may reduce the variety of development results, potentially reducing the game's appeal. However, the above aspects allow the user to select the difficulty level of the first game. The higher the difficulty level selected by the user, the more difficult it becomes to change or set at least some of the parameters of the object being developed. Therefore, even when the game is experiencing inflation (or is about to experience inflation), the user can still enjoy the game by deciding which types of parameters to improve for the object being developed. This prevents a situation in which the variety of development results is reduced, even when the game reaches an inflationary state. That is, the reduction in the game's appeal due to inflation can be effectively avoided.
[0363] 2) In one aspect of the present invention, in the aspect described in 1) or 12) above, the game device further includes a memory control unit (213) that stores points (e.g., experience points) acquired by the user in the first game and used to change or set the parameters in a memory device in association with the user identification information of the user, and the difficulty management unit (212) may be configured to increase the points required to change or set the parameters of the object as the difficulty level selected by the difficulty selection unit (211) increases.
[0364] According to the aspect described in 2) above, the higher the difficulty level selected by the user, the more points are required to change or set the parameters of the object. This makes it more difficult to change or set the parameters of the object being developed. Therefore, even if point inflation occurs, it is possible to give the user the fun of deciding which parameters to allocate points to.
[0365] 3) In one aspect of the present invention, in the aspect described in 1) or 2) above, the difficulty management unit (212) may include a merit management unit (214) that makes it more difficult to change or set at least some of the parameters the higher the difficulty level selected by the difficulty selection unit (211), while making it more advantageous for development in the first game the higher the difficulty level selected by the difficulty selection unit (211).
[0366] According to the aspect described in 3) above, the higher the difficulty level, the more difficult it becomes to change or set at least some of the object's parameters, while at the same time providing benefits that make it easier to develop the object, thereby achieving a balance in the game and giving the user a sense of satisfaction.
[0367] 4) In one aspect of the present invention, in the aspect described in 3) above, the merit management unit (214) includes an evaluation unit (2141) that evaluates the development results of the object based on the parameters of the object, and the evaluation unit (2141) may be configured to increase the evaluation value of the parameters the higher the difficulty level selected by the difficulty level selection unit (211), and evaluate the development results of the object.
[0368] According to the aspect described in 4) above, the higher the difficulty level, the more difficult it becomes to change or set the parameters of the object to be raised, but the higher the difficulty level, the higher the evaluation value of the parameters themselves. For example, the higher the difficulty level, the higher the evaluation per unit parameter value (e.g., evaluation per ability value "1"). This makes it possible to raise an object with a higher evaluation as a result of raising.
[0369] 5) In one aspect of the present invention, in the aspect described in 4) above, the evaluation unit (2141) may evaluate the results of raising the object according to the points required to change or set the parameters of the object.
[0370] According to the aspect described in 5) above, the higher the difficulty level, the more points are required to change or set the parameters of an object, and the result of raising the object is evaluated according to the points required to change or set the parameters. Therefore, the higher the difficulty level, the higher the evaluation per unit parameter value, and even when raising objects with the same parameters, the higher the difficulty level, the higher the evaluation of the raising result. In other words, the higher the difficulty level, the more it becomes possible to raise an object with a higher evaluation of the raising result.
[0371] 6) In one aspect of the present invention, in any of the aspects described in 3) to 5) above, the merit management unit (214) may increase the value of a specific parameter (e.g., an expansion ability) at the start of training, the higher the difficulty level selected by the difficulty level selection unit (211).
[0372] According to the aspect described in 6) above, the higher the difficulty level, the more difficult it becomes to change or set at least some of the object's parameters, while at the same time providing the benefit of a higher value for certain parameters at the start of development, thereby giving the user a sense of satisfaction.
[0373] 7) In one aspect of the present invention, in any of the aspects described above in 1) to 6), the parameters may be used to execute a second game (e.g., a battle mode) using the object developed in the first game.
[0374] According to the aspect described in 7) above, the more the parameters of the object developed in the first game are improved, the more advantageous the second game becomes, thereby motivating the user to play the first game.
[0375] 8) In one aspect of the present invention, in any of the aspects described above in 1) to 7), at the start of raising the object, the settings of at least some of the parameters may not change depending on the difficulty level.
[0376] According to the aspect described in 8) above, the parameters of an object at the start of development do not change depending on the difficulty level selected by the user. This aspect differs from an aspect in which strengthening a character through character synthesis becomes more difficult as the character level increases (the higher the base character level, the greater the experience points required to level up). That is, while this aspect allows the user to select the game difficulty, the user has no choice when it comes to character synthesis (the experience points required to level up to the next level are determined based on the current base character level). Furthermore, in this aspect, the initial values of the parameters of the object to be developed (the initial values may vary within a certain range) do not change depending on the difficulty level selected by the user (the same object to be developed is basically used regardless of the difficulty level). In contrast, when strengthening a character through character synthesis, strengthening the character becomes more difficult due to differences in the levels of the base characters (the base character level increases).
[0377] 9) In one aspect of the present invention, in any of the aspects described above in 1) to 8), the game content of the first game, excluding processing by the difficulty management unit (212), may not change depending on the difficulty level.
[0378] According to the aspect described in 9) above, the higher the difficulty level selected by the user, the more difficult it becomes to change or set at least some of the parameters of the object to be raised, but the content of the first game itself is not affected by the difficulty level. For example, the difficulty of operations involving actions in the game does not change depending on the difficulty level. This makes it possible to effectively avoid a decline in interest due to game inflation without making major changes to the game specifications.
[0379] 10) In one aspect of the present invention, in any of the aspects described in 1) to 9) above, the difficulty level selection unit (211) may allow the user to select the difficulty level when the user meets a predetermined first unlocking condition for the game (e.g., an origin success unlocking condition), and may apply the lowest difficulty level (e.g., origin rank 0) until the first unlocking condition is met.
[0380] According to the aspect described in 10) above, the lowest difficulty level is applied until the first unlocking condition is met, and the user is allowed to select the difficulty level after the first unlocking condition is met. This is for the following reason. For example, users with low game proficiency, such as beginners, are hardly affected by game inflation. Furthermore, if a user with low game proficiency were to train at a high difficulty level, they would only be able to train objects with extremely low abilities, which could reduce the enjoyment of the game. Therefore, the user is allowed to select the difficulty level after the first unlocking condition is met. This avoids the aforementioned decrease in the enjoyment of the game.
[0381] 11) In one aspect of the present invention, in the aspect described in 10) above, the difficulty level selection unit (211) may also allow the user to select a difficulty level even higher than the highest selectable difficulty level if, after satisfying the first unlocking condition, the user selects the highest selectable difficulty level and then satisfies a predetermined second unlocking condition (e.g., an origin rank unlocking condition) related to the first game.
[0382] According to the aspect described in 11) above, a difficulty level higher than the highest difficulty level selectable by the user is selectable only after the second unlocking condition is satisfied. This is for the following reason: If the user trains at a difficulty level that is inappropriate for the user's game proficiency, the user may only be able to train objects with extremely low abilities, which could reduce the enjoyment of the game. Therefore, a difficulty level higher than the highest difficulty level selectable by the user is selectable only after a predetermined second unlocking condition related to the first game (e.g., a second unlocking condition that suggests the user will be able to train an object with a certain rating) is satisfied. This avoids the aforementioned reduction in the enjoyment of the game.
[0383] As a variation of the aspect described in 11) above, the difficulty level selection unit (211) may be configured to allow the user to select a difficulty level that is higher than the highest selectable difficulty level when the user selects a difficulty level that is not the highest selectable difficulty level and then satisfies a predetermined second unlocking condition for the first game.
[0384] 16) In one aspect of the present invention, in the aspect described in any of 3) to 6) above, the merit management unit (214) may make the specific parameter changeable from the value at the start of training when the difficulty level selected by the difficulty level selection unit (211) is less than a predetermined level, while setting the specific parameter to a fixed value that cannot be changed from the value at the start of training when the difficulty level is equal to or greater than the predetermined level. 17) In one aspect of the present invention, in the aspect described in 16) above, the merit management unit (214) may set the fixed value of the specific parameter when the difficulty level is equal to or greater than the predetermined level to be greater than the maximum value of the specific parameter when the difficulty level is less than the predetermined level.
[0385] The above-mentioned aspect 16) provides the advantage that when the difficulty level is a predetermined level or higher, all earned points can be used to change or set parameters other than the specific parameter. Furthermore, the above-mentioned aspect 17) provides the advantage that when the difficulty level is a predetermined level or higher, a fixed value higher than the maximum value of the specific parameter when the difficulty level is lower than the predetermined level is assigned. This provides a sense of satisfaction to the user.
[0386] 18) In one aspect of the present invention, in the aspect described in 17), the merit management unit (214) may set the fixed value of the specific parameter when the difficulty level is equal to or higher than a predetermined level so that the fixed value increases as the difficulty level increases. According to the aspect described in 18), the merit increases as the difficulty level increases, which can give the user a sense of satisfaction.
[0387] It should be noted that the specific embodiments or examples given in the form for implementing the invention are merely intended to clarify the technical content of the present invention, and should not be interpreted narrowly as being limited to such specific examples, but can be implemented in various modified forms within the scope of the technical idea and claims of the present invention.
[0388] 1...game system, N...network, DB...database, 10...game terminal, 11...CPU, 13...RAM, 14...auxiliary storage device, 15...communication unit, 16...operation unit, 17...display unit, 18...audio output unit, 30...server, 31...CPU, 33...RAM, 34...auxiliary storage device, 35...communication unit, 100...data storage unit, 200...control unit, 210...first game execution unit, 220...second game execution unit, 211...difficulty level selection unit, 212...difficulty level management unit, 213...storage control unit, 214...merit management unit, 2141...evaluation unit, TBL101...user information table, TBL102...character information table, DT103...event deck data DATA, DT104...Main character data, DT105...Associated data, DT106...Game progress data, G100...Basic information setting screen, G200...Origin rank setting screen, G300...Event deck setting screen, G400...Fielder ability data screen, G500...Pitcher ability data screen, G600...Extended ability data screen, G700...Main screen, G800...Practice screen, G900-0...Ability improvement screen, G900-1...Ability improvement screen, G900-2...Ability improvement screen, G1000...Ability improvement screen, G1100-0...Ability improvement screen, G1100-1...Ability improvement screen, G1200...Overall evaluation screen, G1300...Order formation screen
Claims
1. A game system that provides a game including a first game in which a user raises an object by changing or setting parameters of the object based on user operation, the game system comprising: a difficulty level selection unit that selects one difficulty level from a plurality of difficulty levels for the first game based on the user's difficulty level selection operation; and a difficulty level management unit that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game the higher the difficulty level selected by the difficulty level selection unit.
2. The game system of claim 1, further comprising a memory control unit that stores in a memory device the points acquired by the user in the first game and used to change or set the parameters, in association with the user's user identification information, and wherein the difficulty management unit increases the points required to change or set the parameters of the object the higher the difficulty level selected by the difficulty selection unit.
3. The game system of claim 1 or 2, wherein the difficulty management unit makes it more difficult to change or set at least some of the parameters the higher the difficulty level selected by the difficulty selection unit, while including a merit management unit that makes training in the first game more advantageous the higher the difficulty level selected by the difficulty selection unit.
4. The game system described in claim 3, wherein the merit management unit includes an evaluation unit that evaluates the results of raising the object based on the parameters of the object, and the evaluation unit evaluates the results of raising the object by increasing the evaluation value of the parameters the higher the difficulty level selected by the difficulty level selection unit.
5. A game system according to claim 4, wherein the evaluation unit evaluates the result of raising the object according to the points required to change or set the parameters of the object.
6. A game system as claimed in any one of claims 3 to 5, wherein the merit management unit increases the value of a specific parameter among the parameters at the start of training as the difficulty level selected by the difficulty level selection unit increases.
7. A game system according to any one of claims 1 to 6, wherein the parameters are used to execute a second game using the object raised in the first game.
8. A game system according to any one of claims 1 to 7, wherein at the start of raising the object, at least some of the parameter settings do not change depending on the difficulty level.
9. A game system according to any one of claims 1 to 8, wherein the game content of the first game, excluding processing by the difficulty level management unit, does not change depending on the difficulty level.
10. A game system as described in any one of claims 1 to 9, wherein the difficulty level selection unit allows the user to select the difficulty level when the user meets a predetermined first unlocking condition related to the game, and applies the lowest difficulty level until the first unlocking condition is met.
11. The game system described in claim 10, wherein the difficulty level selection unit also allows the user to select a difficulty level higher than the highest selectable difficulty level if the user selects the highest selectable difficulty level after satisfying the first unlocking condition and then satisfies a predetermined second unlocking condition related to the first game.
12. A game control device that provides a game including a first game in which an object is developed by changing or setting parameters of the object based on user operation, the game control device comprising: a difficulty selection unit that selects one difficulty level from among a plurality of difficulty levels for the first game based on the user's difficulty selection operation; and a difficulty management unit that makes it more difficult to change or set at least some of the parameters of the object during execution of the first game the higher the difficulty level selected by the difficulty selection unit.
13. A control method for controlling a computer that provides a game including a first game in which an object is developed by changing or setting parameters of the object based on user operation, the control method comprising: a difficulty level selection step of selecting one difficulty level from among a plurality of difficulty levels for the first game based on the user's difficulty level selection operation; and a difficulty level management step of making it more difficult to change or set at least some of the parameters of the object during execution of the first game, the higher the difficulty level selected by the difficulty level selection step.
14. A program for causing a computer to function as the game system according to any one of claims 1 to 11 or the game control device according to claim 12.
15. A computer-readable recording medium on which the program according to claim 14 is recorded.
Citation Information
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