Game system, operating method for game system, and program
The game system addresses the issue of players being unable to select desired elements by adjusting parameters and preferentially accepting selections based on player progress, enhancing motivation and engagement.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-22
- Publication Date
- 2026-03-12
AI Technical Summary
In multiplayer games where players select game elements, there is a risk that players may frequently be unable to choose their desired element, leading to reduced motivation to play.
A game system that adjusts parameters related to game elements for each player based on their progress, preferentially accepting their selections of these elements based on individual parameters, ensuring each player can select their desired element.
Enhances player motivation by allowing each player to select their preferred game element, providing an incentive to continue playing and improving the gaming experience.
Smart Images

Figure JP2025029474_12032026_PF_FP_ABST
Abstract
Description
Game system, game system operation method and program
[0001] The present disclosure relates to games.
[0002] Games have been proposed in which a game element (e.g., a character) selected by a player from a plurality of options is applied. For example, Patent Literature 1 discloses a horse racing game in which a jockey selected by a player from a plurality of jockeys competes in a race.
[0003] Japanese Patent Application Laid-Open No. 2019-88852
[0004] In a situation where multiple players play a horse racing game, a configuration is assumed in which only one of the multiple players can select a specific jockey, similar to a situation in a real horse race. However, if players are simply allowed to select their desired jockey in the order of their selection, situations in which each player is unable to select their desired jockey may frequently occur, potentially reducing each player's motivation to play the game. Note that while the above description has focused on a horse racing game for convenience, similar problems are anticipated in any game that involves multiple players selecting game elements. In consideration of the above circumstances, one aspect of the present disclosure aims to reduce the possibility that a player's motivation to play the game will be reduced as a result of their game element selection being rejected.
[0005] In order to solve the above problems, a game system according to one aspect of the present disclosure is a game system that provides a game to which a first game element is applied, and includes: a control unit that changes a first parameter related to the first game element for each of a plurality of players based on the progress of the game by that player; and a reception unit that receives selections of the first game element from the plurality of players, and the reception unit preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player.
[0006] A method of operating a game system according to one aspect of the present disclosure is a method of operating a game system that provides a game to which a first game element is applied, wherein the game system changes a first parameter related to the first game element for each of a plurality of players based on the progress of the game by that player, accepts selections of the first game element from the plurality of players, and, in accepting the selections, preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player.
[0007] A program according to one aspect of the present disclosure is a program for providing a game to which a first game element is applied, which causes a computer system to function as a control unit that changes a first parameter related to the first game element for each of a plurality of players based on the progress of the game by that player, and a reception unit that receives selections of the first game element from the plurality of players, and the reception unit preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player.
[0008] 1 is a block diagram of a game system in a first embodiment. FIG. 1 is a block diagram of a station. FIG. 1 is a schematic diagram of player data. FIG. 1 is a schematic diagram of jockey data Y. FIG. 2 is a block diagram illustrating the functional configuration of a game system. FIG. 2 is a schematic diagram of a training screen. FIG. 3 is a flowchart of a training process. FIG. 4 is a flowchart of a registration process. FIG. 3 is a schematic diagram of a race selection screen. FIG. 4 is a schematic diagram of a jockey selection screen. FIG. 5 is an explanatory diagram of the status of candidate jockeys (selectable status / selection prohibited status). FIG. 5 is a schematic diagram of a jockey selection screen. FIG. 6 is a flowchart of a battle process. FIG. 6 is a schematic diagram of jockey data in a third embodiment. FIG. 7 is an explanatory diagram of the acceptance period for each player in a modified example. FIG. 7 is a schematic diagram of a jockey selection screen in a modified example. FIG. 8 is a schematic diagram of a jockey selection screen in a modified example.
[0009]
[0032] The embodiments of the present disclosure will be described with reference to the drawings. The embodiments exemplified below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments exemplified below.
[0010] 1 is a block diagram illustrating the configuration of a gaming system 100 according to a first embodiment of the present disclosure. The gaming system 100 is installed in, for example, a gaming facility. The gaming facility may be, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The gaming system 100 provides games to multiple players P within the gaming facility.
[0011] The game system 100 of the first embodiment provides a horse racing game to multiple players P. The horse racing game includes a training stage and a race stage. The training stage is a stage in which virtual racehorses are trained in accordance with instructions from the player P. The race stage is a stage in which multiple racehorses trained in the training stage compete in races. In races in the race stage, different virtual jockeys ride each of the multiple racehorses. Specifically, a jockey selected by each player P from among the multiple jockeys rides the racehorse trained by that player P. The jockeys that are candidates for selection by each player P are the same for multiple players P. As in real horse racing, only one player P can select a single jockey. In other words, multiple players P cannot select the same jockey.
[0012] In a horse racing game, multiple unit periods arrive and pass in sequence as real time passes. Each unit period is a predetermined length of time in real time (e.g., several minutes), and corresponds to a virtual week in the horse racing game (e.g., first week, second week, ...). In each unit period, the training of racehorses in the training stage and races in the racing stage are repeated. The passage of each unit period on the time axis is common to multiple players P. In other words, each unit period starts and ends at a common time for multiple players P.
[0013] 1, the game system 100 of the first embodiment includes a control system 10 and a plurality of stations 20. The control system 10 and the plurality of stations 20 are realized as separate devices. However, the control system 10 and the plurality of stations 20 may also be configured as a single device.
[0014] Each of the plurality of stations 20 is a unit used by each player P to play the horse racing game. Fig. 2 is a block diagram illustrating the configuration of each of the plurality of stations 20. As illustrated in Fig. 2, the station 20 of the first embodiment includes an operation device 21, a display device 22, a reception device 23, and a payout device 24.
[0015] The operation device 21 is an input device that accepts operations by the player P. The operation device 21 is, for example, a controller operated by the player P, or a touch panel that detects contact by the player P. The display device 22 displays various images under the control of the control system 10. The display device 22 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel.
[0016] The reception device 23 accepts medals from the player P. Specifically, the reception device 23 accepts physical medals and electronic medals from the player P. Physical medals are tangible, disk-shaped game value. Electronic medals are intangible game value realized by electronic data. The mechanism of the reception device 23 that accepts physical medals includes an insertion port into which the physical medals are inserted and a detector that detects insertion of the physical medals into the insertion port. Furthermore, the mechanism of the reception device 23 that accepts electronic medals is, for example, a communication device that communicates with an account management system (not shown) that manages the player P's electronic medal account. For example, the reception device 23 executes a withdrawal process for the electronic medals by communicating with the account management system.
[0017] The medals (physical medals or electronic medals) accepted by the acceptance device 23 from the player P are exchanged for credits. Specifically, a value corresponding to the number of medals accepted by the acceptance device 23 is added to the number of credits held by the player P (hereinafter referred to as "held credit number X2"). The held credit number X2 is a gaming value that the player P can consume to play the game.
[0018] The payout device 24 pays out medals to the player P. Specifically, the payout device 24 pays out medals in a quantity corresponding to the number of owned credits X2. The mechanism of the payout device 24 that outputs physical medals includes a storage container that stores physical medals, and a discharge mechanism that sequentially discharges the physical medals from the storage container. Furthermore, the mechanism of the payout device 24 that outputs electronic medals is a communication device that executes the deposit process of electronic medals by communicating with the account management system described above.
[0019] The control system 10 in Figure 1 is a computer system that controls the progress of a horse racing game by multiple stations 20. The control system 10 includes a control device 11 and a storage device 12. The control system 10 may be realized as a single device, or may be realized as multiple devices configured separately from each other.
[0020] The control device 11 is composed of one or more processors that control each element of the game system 100. For example, the control device 11 is composed of one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a sound processing unit (SPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). Note that some or all of the functions of the control device 11 may be installed in each station 20.
[0021] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is configured with a known storage medium such as a magnetic storage medium or a semiconductor storage medium. The storage device 12 may also be configured with a combination of multiple types of storage medium. Furthermore, the storage device 12 may be a portable storage medium that is detachable from the game system 100, or a storage medium to which the control device 11 can write or read via a communication network (e.g., cloud storage).
[0022] The storage device 12 of the first embodiment stores player data X for each of a plurality of players P. Fig. 3 is a schematic diagram of the player data X corresponding to one player P. As illustrated in Fig. 3, the player data X includes authentication data X1, the number of owned credits X2, racehorse data X3, and intimacy data X4.
[0023] The authentication data X1 is data used to authenticate the player P. Specifically, the authentication data X1 includes identification information uniquely assigned to the player P and an authentication code (e.g., a password or passcode) of the player P. The control device 11 authenticates the legitimacy of the player P when, for example, information input by the player P via the operation device 21 matches the authentication data X1. If the authentication is successful, the player P can start playing the horse racing game.
[0024] As described above, the owned credit number X2 is the amount of credits owned by the player P. Note that the owned credit number X2 may be stored in a server device with which the game system 100 can communicate.
[0025] The racehorse data X3 is data related to the racehorse that the player P is raising. The player P can also raise multiple racehorses in parallel. The storage device 12 stores racehorse data X3 for each racehorse that the player P is raising. As illustrated in FIG. 3 , the racehorse data X3 includes related data X31 and ability parameters X32. The related data X31 is information related to the racehorse. Specifically, the related data X31 includes various information related to the racehorse, such as an image of the racehorse, its name, gender, track record, and winnings.
[0026] The ability parameters X32 are data representing the abilities of a racehorse. The ability parameters X32 include a plurality of ability values related to the racehorse. For example, the ability parameters X32 include an ability value related to the racehorse's speed, an ability value related to stamina, and an ability value related to its physical condition.
[0027] The intimacy data X4 includes an intimacy F (F1, F2, ...) for each of the multiple jockeys. The intimacy F of each jockey is a parameter that represents the depth of the relationship between the player P and that jockey in the horse racing game. The intimacy F is updated as needed based on the progress of the player P in the horse racing game. Note that a "jockey" is an example of a "first game element," and the "intimacy F" is an example of a "first parameter."
[0028] The storage device 12 of the first embodiment also stores jockey data Y for each of a plurality of jockeys appearing in the horse racing game. Fig. 4 is a schematic diagram of the jockey data Y corresponding to one jockey. As illustrated in Fig. 4, the jockey data Y includes related data Y1, an ability parameter Y2, and a reward rate Y3.
[0029] The related data Y1 is information related to the jockey. Specifically, the related data Y1 includes various information related to the jockey, such as the jockey's image, name, win rate, and consecutive win rate. The ability parameter Y2 is various information related to the jockey's ability. For example, the ability parameter Y2 includes the jockey's mental strength, technical ability, and other ability values. The reward rate Y3 is a parameter for determining the amount of reward awarded to the player P in the competition stage. The reward rate Y3 is set to a predetermined value, for example, greater than or equal to 0 and less than or equal to 1.
[0030] 5 is a block diagram illustrating the functional configuration of the game system 100 according to the first embodiment. As illustrated in FIG. 5, the control device 11 executes a program stored in the storage device 12 to realize a plurality of functions (a reception unit 31 and a control unit 32) for controlling the horse racing game.
[0031] The reception unit 31 receives various instructions from each of the multiple players P. For example, the reception unit 31 receives a selection of one of the multiple jockeys from each player P. The control unit 32 controls the progress of the horse racing game. For example, the control unit 32 progresses the horse racing game in accordance with the instructions received by the reception unit 31 from each player P.
[0032] 6 is a schematic diagram of a screen (hereinafter referred to as the "training screen Ga") displayed on the display device 22 of each station 20 in the training stage of the horse racing game. As illustrated in FIG. 4, the training screen Ga is an image including a racehorse area Ga1, a training area Ga2, and an operation image Ga3. The racehorse area Ga1 displays information about the racehorse owned by the player P. Specifically, various information represented by the related data X31 (such as the image, name, gender, track record, and winnings of the racehorse) is displayed in the racehorse area Ga1.
[0033] The training area Ga2 is an area where the player P can select a training action for the racehorse. Specifically, a plurality of training commands Ga4 corresponding to different training methods are displayed in the training area Ga2. The player P can select a desired training command Ga4 from the training area Ga2 by operating the operation device 21.
[0034] 7 is a flowchart of the processing (hereinafter referred to as "training processing") executed by the control device 11 in the training stage. The training processing is executed for each unit period for each of the multiple players P.
[0035] The control device 11 (receiving unit 31) determines whether or not the selection of the growth command Ga4 has been received from the player P (Sa1). If the selection of the growth command Ga4 has been received (Sa1: YES), the control device 11 (control unit 32) subtracts the amount corresponding to the growth command Ga4 (hereinafter referred to as the "required number of credits") from the number of credits X2 owned by the player P (Sa2). The required number of credits is set individually for each growth command Ga4, for example. As explained above, the player P can select the desired growth command Ga4 in exchange for consuming the required number of credits.
[0036] The control device 11 (control unit 32) updates the racehorse's ability parameters X32 in accordance with the training command Ga4 selected by the player P from among the multiple training commands Ga4 (Sa3). Specifically, the control device 11 increases one or more ability values (speed, stamina, or physical condition) of the racehorse's ability parameters X32 that correspond to the training command Ga4 by the amount of change V corresponding to the training command Ga4. The combination of one or more ability values to be changed from among the multiple ability values specified by the ability parameters X32 and the amount of change V for each ability value are set in advance for each training command Ga4. On the other hand, if the selection of the training command Ga4 is not accepted (Sa1: NO), the control device 11 (control unit 32) does not subtract the owned credit number X2 (Sa2) or update the ability parameters X32 (Sa3).
[0037] As explained above, the control device 11 (control unit 32) changes the ability parameter X32 related to the racehorse of each player P in response to an instruction from that player P (i.e., selection of the breeding command Ga4). Note that the "racehorse" is an example of a "second game element," and the "ability parameter X32" is an example of a "second parameter."
[0038] The training process described above is repeated for each unit period, thereby increasing the ability parameter X32 of the racehorse owned by the player P. The player P, who wishes to enter the racehorse he or she has trained in a race, operates the operation device 21 to operate the operation image Ga3 on the training screen Ga in Fig. 6. The operation image Ga3 is an operation button that the player P uses to instruct participation in a race in the competition stage.
[0039] 8 is a flowchart of a process (hereinafter referred to as "registration process") executed by the control device 11 when the operation image Ga3 is operated. The registration process is a process for a player P to register in advance that a racehorse will run in a race in a racing stage (i.e., race entry registration). The registration process is executed for each of a plurality of players P.
[0040] When the registration process is started, the control device 11 (control unit 32) displays the race selection screen Gb of Fig. 9 on the display device 22 (Sb1). The race selection screen Gb is an image that allows the player P to select a race in which the racehorse will run (a race to be run).
[0041] As shown in FIG. 9 , the race selection screen Gb displays multiple candidate races R for each of the multiple unit periods (next week, second week, and third week) following the current unit period (next week). Each candidate race R is a race with different entry conditions or winning prize money, for example. By operating the operation device 21, a player P can select a desired candidate race R from the multiple candidate races R in a desired unit period as the race to be entered. The control device 11 (reception unit 31) waits until it receives a selection of a race to be entered from the player P (Sb2: NO). Note that the selectable races to be entered in each unit period are common to multiple players P.
[0042] When the selection of the race to be entered is accepted from the player P (Sb2: YES), the control device 11 (control unit 32) displays the jockey selection screen Gc of Fig. 10 on the display device 22 (Sb3). The jockey selection screen Gc is an image that allows the player P to select a jockey who will ride the racehorse in the race (hereinafter referred to as "riding jockey").
[0043] As shown in Figure 10, the jockey selection screen Gc displays multiple candidate jockeys J as selection candidates. For each candidate jockey J, information stored in the storage device 12 about the candidate jockey J is displayed. Specifically, the related data Y1 (image of the jockey, name, win rate, and consecutive win rate) and the reward rate Y3 in the jockey data Y are displayed for each candidate jockey J.
[0044] The player P can select one of the multiple candidate jockeys J on the jockey selection screen Gc as the riding jockey by operating the operation device 21. The control device 11 (acceptance unit 31) accepts the selection of one of the multiple candidate jockeys J from the player P. In other words, the control device 11 accepts the selection of the riding jockey from each of the multiple players P. As described above, only one player P among the multiple players P can select one candidate jockey J.
[0045] The control device 11 (control unit 32) sets each of the multiple candidate jockeys J on the jockey selection screen Gc to one of a selectable state, a selection-prohibited state, and a selected state. The selectable state is a state in which the candidate jockey J can be selected by the player P. In other words, the control device 11 (reception unit 31) effectively accepts the selection of a candidate jockey J in the selectable state from the player P.
[0046] The selection prohibited state is a state in which the player P cannot select the candidate jockey J. The selected state is a state in which the candidate jockey J has already been selected by another player P. The control device 11 of the first embodiment accepts the selection of each of the multiple candidate jockeys J from only one player P among the multiple players P. In other words, multiple players P are prohibited from selecting the same candidate jockey J in duplicate. As explained above, the control device 11 (reception unit 31) does not accept the selection of a candidate jockey J in the selection prohibited state or the selected state from the player P.
[0047] Each candidate jockey J on the jockey selection screen Gc is displayed in a manner based on the status of the candidate jockey J. That is, each candidate jockey J is displayed in a different manner depending on the status. For example, a candidate jockey J that is selectable is displayed in an active state, and a candidate jockey J that is prohibited from selection or has already been selected is displayed in an inactive state (e.g., grayed out).
[0048] The control device 11 (control unit 32) controls the state (selectable state / selection prohibited state) of each candidate jockey J based on the degree of intimacy F between each player P and each candidate jockey J. Fig. 11 is an explanatory diagram of the state (selectable state / selection prohibited state) related to the candidate jockey J. Similar control is executed for each of the multiple candidate jockeys J displayed on the jockey selection screen Gc.
[0049] 11 illustrates multiple players P (P1 to P3). The intimacy level F between each player P and a candidate jockey J differs for each player P. Specifically, the intimacy level F1 between player P1 and candidate jockey J is the highest among the multiple players P, and the intimacy level F2 between player P2 and candidate jockey J exceeds the intimacy level F3 between player P3 and candidate jockey J (F1>F2>F3).
[0050] The control device 11 (reception unit 31) sets an acceptance period Q (Q1 to Q3) for each candidate jockey J for each of the multiple players P. The acceptance period Q is set individually for each player P. The acceptance period Q for the candidate jockey J set for each player P is a period during which the player P can select the candidate jockey J. In other words, the control device 11 (reception unit 31) accepts the selection of the candidate jockey J by each player P during the acceptance period Q set for the player P. For example, if the current time is within the acceptance period Q, the candidate jockey J is set to a selectable state, and if the current time is outside the acceptance period Q (before the start of the acceptance period Q), the candidate jockey J is set to a non-selectable state.
[0051] The acceptance period Q (Q1 to Q3) for each player P starts at a time based on the intimacy F between that player P and the candidate jockey J. Specifically, the acceptance period Q for each player P starts in descending order of the intimacy F with the candidate jockey J. In other words, the greater the intimacy F with the candidate jockey J of a player P, the earlier the acceptance period Q in which that candidate jockey J can be selected starts.
[0052] For example, the acceptance period Q1 of the player P1 who has the highest degree of intimacy F1 with the candidate jockey J among the multiple players P starts from the start point t1 of the unit period. That is, the player P1 can select the candidate jockey J from the start point t1 of the unit period.
[0053] On the other hand, the acceptance period Q2 for player P2 starts at time t2, which is delayed by waiting time W2 from the start point t1 of the acceptance period Q1 for player P1. The waiting time W2 is a time based on the difference (F1-F2) between the intimacy level F1 of player P1 and the intimacy level F2 of player P2. For example, the waiting time W2 is calculated by multiplying the difference (F1-F2) by a predetermined coefficient α (W2=α(F1-F2)). As described above, player P2 is prohibited from selecting candidate jockey J from the start point t1 of the unit period until waiting time W2 has elapsed, and when the acceptance period Q2 begins after waiting time W2 has elapsed, player P2 transitions to a state in which he or she can select candidate jockey J.
[0054] Even during the acceptance period Q2, if candidate jockey J is already in a selected state as a result of selection by player P1, player P2 cannot select that candidate jockey J. Furthermore, if player P2 selects candidate jockey J during the acceptance period Q2, that candidate jockey J will be in a selected state for other players P, and therefore, for example, player P1 cannot select that candidate jockey J even during the acceptance period Q1.
[0055] Furthermore, the acceptance period Q3 for player P3 begins at time t3, which is delayed by a waiting time W3 from the start point t1 of the acceptance period Q1 for player P1. The waiting time W3 is a time based on the difference (F1-F3) between the intimacy level F1 of player P1 and the intimacy level F3 of player P3. For example, the waiting time W3 is calculated by multiplying the difference (F1-F3) by a predetermined coefficient α (W3=α(F1-F3)). In other words, player P3 is prohibited from selecting candidate jockey J from the start point t1 of the unit period until the waiting time W3 has elapsed. When the waiting time W3 has elapsed and the acceptance period Q3 begins, player P3 transitions to a state in which he or she can select candidate jockey J.
[0056] Even during the acceptance period Q3, if candidate jockey J is already in a selected state as a result of selection by player P1 or player P2, player P3 cannot select that candidate jockey J. Furthermore, if player P3 selects candidate jockey J during the acceptance period Q3, that candidate jockey J will be in a selected state for other players P, and therefore, for example, player P1 or player P2 cannot select that candidate jockey J even during the acceptance period Q.
[0057] As can be understood from the above explanation, the control device 11 (reception unit 31) of the first embodiment preferentially accepts the selection of a candidate jockey J by each of a plurality of players P based on the intimacy F of that player P. In other words, the greater the intimacy F between the candidate jockey J and the player P, the more preferentially the control device 11 accepts the selection of the candidate jockey J by that player P.
[0058] 12, an image Gc1 representing the waiting time W may be displayed on the display device 22 together with the candidate jockey J. The image Gc1 represents the remaining time of the waiting time W. The remaining time represented by the image Gc1 decreases over time, and the acceptance period Q begins when the remaining time reaches 0. Therefore, when the remaining time represented by the image Gc1 reaches 0, the candidate jockey J transitions from a selection-prohibited state to a selection-enabled state.
[0059] 8 , when the jockey selection screen Gc is displayed (Sb3), the control device 11 (reception unit 31) determines whether the waiting time W based on the degree of intimacy F with the player P has elapsed for each of the multiple candidate jockeys J (Sb4). The control device 11 (reception unit 31) transitions the state of a candidate jockey J for which the waiting time W has elapsed from a selection-prohibited state to a selection-enabled state (Sb5). In other words, when the waiting time W corresponding to the candidate jockey J has elapsed, an acceptance period Q begins during which the selection of the candidate jockey J by the player P is validly accepted.
[0060] The control device 11 (reception unit 31) determines whether or not the selection of a riding jockey has been received from the player P (Sb6). As described above, the registration process is executed for each of the multiple players P. That is, the control device 11 (reception unit 31) receives the selection of a riding jockey from the multiple players P.
[0061] When the selection of a mounting jockey is accepted from the player P (Sb6: YES), the control device 11 (control unit 32) changes the intimacy F between the player P and the mounting jockey (Sb7). Specifically, the control device 11 identifies the player data X of the player P stored in the storage device 12, and changes the intimacy F of the mounting jockey from among the multiple intimacy degrees F designated by the intimacy data X4 of the player data X. For example, the control device 11 adds a predetermined value to the intimacy F of the mounting jockey. After accepting the selection of the mounting jockey (Sb6: YES) and changing the intimacy F, the control device 11 ends the registration process.
[0062] As explained above, the control device 11 (control unit 32) changes the intimacy degree F between each of the multiple players P and the jockey based on the progress of the player P in the horse racing game. As mentioned above, the registration process is repeated for each unit period. Therefore, each time the control device 11 (control unit 32) receives a selection of a candidate jockey J from one of the multiple players P, it changes the intimacy degree F between the player P and the jockey. With the above configuration, the intimacy degree F is changed each time a selection of a candidate jockey J is received, thereby providing the player P with an incentive to select the candidate jockey J.
[0063] In addition to selecting the race and the jockey, the player P can also select, for example, items to be used in the race and a strategy for the race. Items are, for example, objects for advantageously developing the race. Strategies are the riding policy (i.e., strategy) for the race. Specifically, running styles such as "leader," "leading," "closer," and "closer" are selected as strategies for the race.
[0064] If the selection of a riding jockey is not accepted from the player P (Sb6: NO), the control device 11 (control unit 32) determines whether the current unit period has ended (Sb8). If the unit period has not ended (Sb8: NO), the control device 11 proceeds to step Sb4. On the other hand, if the unit period has ended (Sb8: YES), the control device 11 terminates the registration process described above. Note that during the registration process, the system may transition to a training stage (training process) in response to an instruction from the player P via the operation device 21. As described above, by performing the registration process of selecting a race and a riding jockey, each player P can register their own racehorse to run in a desired unit period (i.e., race registration).
[0065] FIG. 13 is a flowchart of the processing executed by the control device 11 in the race stage (hereinafter referred to as "battle processing"). The battle processing is processing in which a plurality of racehorses that have been registered to run compete in a race. The battle processing is executed for each unit period for each of a plurality of players P. In other words, the race in the race stage is repeated for each unit period. Note that the race in the race stage is an example of a "unit game."
[0066] Each racehorse competing in the race stage is ridden by a jockey selected in the registration process by the player P who owns that racehorse. In other words, the races in the race stage are a game in which a jockey selected by one of multiple players P and a racehorse bred by that player P are used. This makes for a more diverse and entertaining game than a game in which only one of a jockey and a racehorse is used in the race stage.
[0067] When the race processing begins, the control device 11 (control unit 32) determines the ranking of each racehorse by conducting a virtual race among multiple racehorses that have already been registered to run (Sc1). The ranking of each racehorse is determined based on the ability parameter X32 of each racehorse and the ability parameter Y2 of the riding jockey. Specifically, the greater the value of the ability parameter X32 of the racehorse or the ability parameter Y2 of the riding jockey, the higher the ranking in the race is likely to be. Note that a configuration in which the ability parameter Y2 of the riding jockey is not taken into account in the results of the race stage is also envisioned.
[0068] The control device 11 (control unit 32) changes the intimacy degree F of each player P based on the results of the races in the race stage (Sc2). That is, based on the ranking determined for the racehorse, the intimacy degree F between the player P who owns the racehorse and the jockey riding the racehorse is changed.
[0069] Specifically, the control device 11 increases the intimacy degree F by a change amount Δ based on the results of the competition stage. For example, the higher the ranking of the racehorse, the larger the change amount Δ of the intimacy degree F is set to. For example, the change amount Δ of the intimacy degree F is calculated by subtracting the ranking value from a predetermined reference value and multiplying the result by a predetermined coefficient. Note that in the above description, it is assumed that the intimacy degree F increases, but the control device 11 may also decrease the intimacy degree F if, for example, the ranking of the racehorse is low. As described above, in the first embodiment, the intimacy degree F is changed based on the results of the competition stage. Therefore, a player P who desires to increase the intimacy degree F can be given an incentive to play the competition stage in a way that will result in an increase in the intimacy degree F.
[0070] The control device 11 (control unit 32) determines a reward (i.e., a payout) for each player P based on the results of the competition stage (Sc3). The reward is, for example, a quantity of credits (hereinafter referred to as "reward amount N") based on the results of the competition stage. Specifically, the reward amount N to be awarded to the player P who owns the racehorse is determined based on the ranking determined for the racehorse. For example, the control device 11 calculates the reward amount N by reducing a predetermined basic reward amount N0 by a ratio based on the reward rate Y3 of the jockey riding the horse. For example, the reward amount N is calculated by multiplying the difference between a predetermined reference value (e.g., 1) and the reward rate Y3 by the basic reward amount N0 (N = N0 (1 - Y3)). The basic reward amount N0 is set in advance for each ranking based, for example, on the grade of the race in the competition stage.
[0071] The control device 11 (control unit 32) awards a reward amount N to the player P who owns each racehorse that competed in the race stage (Sc4). Specifically, the control device 11 adds the reward amount N to the number of credits X2 owned by the player P. The specific procedure of the battle processing is as exemplified above.
[0072] As described above, in the first embodiment, the intimacy degree F is changed based on the progress of the horse racing game by each player P, and the selection of a candidate jockey J by each player P is preferentially accepted based on the intimacy degree F. Therefore, a player P who desires to select a specific candidate jockey J plays the horse racing game so as to increase the intimacy degree F with that candidate jockey J. That is, each of the multiple players P can preferentially select a candidate jockey J based on their own progress in the horse racing game. This reduces the possibility that each player P's motivation to play the horse racing game will be diminished because their selection of candidate jockey J is not accepted, and as a result, each player P can be given an incentive to continue playing the horse racing game. In particular, in the first embodiment, only one player P can select a candidate jockey J. This provides each player P with an effective incentive to progress through the horse racing game so that their selection of candidate jockey J will be accepted.
[0073] Furthermore, in the first embodiment, the start time of the acceptance period Q is controlled based on the intimacy level F of each player P. Therefore, each of the multiple players P can preferentially select a candidate jockey J in an order based on the intimacy level F. Furthermore, the operation of accepting the selection of a candidate jockey J by each player P in order of priority based on the intimacy level F as described above can be realized by simple control of the start time of the acceptance period Q.
[0074] In the first embodiment, an example has been given in which the control in which the acceptance periods Q are started in an order based on the intimacy degree F is executed for all the candidate jockeys J, but the control described above may be applied to only some of the multiple candidate jockeys J. For example, the acceptance periods Q may be started in an order based on the intimacy degree F for only those candidate jockeys J among the multiple candidate jockeys J whose intimacy degree F with any player P exceeds a predetermined threshold. In other words, for candidate jockeys J whose intimacy degree F with all players P is below the threshold, the acceptance periods Q may start at a common point in time (for example, the start point of a unit period) for the multiple players P.
[0075] Furthermore, in the first embodiment, an example was given in which the time difference (waiting time W) between successive acceptance periods Q was set based on the difference in intimacy F between each player P, but the waiting time W may be a fixed length of time. In other words, in a configuration in which the acceptance periods Q for each player P start in an order based on the intimacy F, it is not essential that the waiting time W depend on the intimacy F (specifically, the difference in intimacy F).
[0076] Second Embodiment A second embodiment of the present disclosure will be described. Note that, for elements in the following exemplary aspects that have the same functions as those in the first embodiment, the same reference numerals as those in the first embodiment will be used, and detailed descriptions of each element will be omitted as appropriate.
[0077] In the training stage of the first embodiment, the ability parameter X32 of the racehorse changes by an amount corresponding to the training command Ga4 selected by the player P. In the second embodiment, in addition to the training command Ga4 selected by the player P, the intimacy degree F of the player P is also reflected in updating the ability parameter X32 in the training stage.
[0078] Specifically, the control device 11 (control unit 32) updates the change amount V of the ability parameter X32 corresponding to the training command Ga4 based on the intimacy F. For example, the control device 11 sets a larger value for the change amount V of the ability parameter X32 as the maximum value of the multiple intimacy levels F specified by the intimacy data X4 increases. Note that the change amount V may be changed for an ability value of a normal combination corresponding to the training command Ga4 among the multiple ability values specified by the ability parameter X32, or an ability value that is changed based on the change amount V may be added. As described above, the control device 11 (control unit 32) of the second embodiment changes the ability parameter X32 of the racehorse based on an instruction from each player P (selection of the training command Ga4) and the intimacy F of that player P.
[0079] The second embodiment also achieves the same effects as the first embodiment. Furthermore, in the second embodiment, in addition to instructions from each player P, the intimacy level F of that player P is also reflected in changes to the ability parameter X32 of the racehorse. Therefore, a player P who wishes to change the ability parameter X32 can be given an effective incentive to play the horse racing game so as to increase the intimacy level F. As a result of the ability parameter X32 of a racehorse increasing based on the intimacy level F, the possibility that the racehorse will achieve good results in the racing stage (and thus the possibility that the player P will earn a large amount of reward) increases.
[0080] The relationship between the racehorse and the jockey may also be taken into consideration when changing the ability parameter X32 based on the intimacy F. For example, the control device 11 (control unit 32) may change the ability parameter X32 of the racehorse based on the intimacy F between the player P and a jockey who has previously ridden the racehorse in a race stage.
[0081] Furthermore, a specific game event (hereinafter referred to as a "special event") may occur based on the intimacy level F of each jockey. For example, the control device 11 (control unit 32) may cause a special event featuring a jockey to occur with a probability based on the intimacy level F of the jockey. The special event includes an effect in which the jockey participates in training a racehorse in a training stage. In the special event, the control device 11 (control unit 32) increases the change amount V of the ability parameter X32 in response to the training command Ga4. As described above, in addition to the form in which the intimacy level F is reflected in the change amount V of the ability parameter X32, the form in which a special event that changes the ability parameter X32 occurs with a probability based on the intimacy level F is also included in the form in which the ability parameter X32 is changed based on the intimacy level F.
[0082] [Third Embodiment] In the first embodiment, the intimacy level F is changed by the selection of a jockey by the player P, and is changed based on the results of the race stage. In the third embodiment, the intimacy level F changes over time.
[0083] FIG. 14 is a schematic diagram of jockey data Y in the third embodiment. The jockey data Y in the third embodiment includes a variable parameter Y4 in addition to the same elements (Y1 to Y3) as in the first embodiment. The variable parameter Y4 is a parameter that varies over time within a predetermined range. Specifically, the variable parameter Y4 varies periodically between a minimum value fL and a maximum value fH. The variable parameter Y4 is a parameter that simulates the jockey's biorhythm. Note that the variable parameter Y4 may also be a parameter that varies randomly.
[0084] The intimacy degree F between each player and the candidate jockey J is set to a value obtained by adjusting the initial value (hereinafter referred to as the "standard value") specified for each jockey by the intimacy data X4 based on the variable parameter Y4. For example, the control device 11 (control unit 32) calculates the intimacy degree F by adding or multiplying the variable parameter Y4 to the standard value.
[0085] The third embodiment also achieves the same effects as the first embodiment. Furthermore, in the third embodiment, the intimacy level F changes over time based on the variable parameter Y4. Therefore, compared to a mode in which the intimacy level F is maintained constant, more diverse control of the intimacy level F is realized, which ultimately makes it possible to diversify the progress of the horse racing game.
[0086] In the above description, an example has been given in which the variable parameter Y4 is set for each of a plurality of jockeys, but the variable parameter Y4 may also be set for each pair of player P and jockey. That is, the variable parameter Y4 for each jockey may be set individually for each player P. According to the above embodiment, even if the intimacy F specified by the intimacy data X4 is the same, the intimacy F actually applied to the horse racing game is set to a different value for each player P based on the variable parameter Y4. This makes it possible to diversify the progress of the horse racing game.
[0087] [Fourth Embodiment] The control device 11 (control unit 32) of the fourth embodiment grants a bonus to a player P based on the intimacy F between the player P and a candidate jockey J. For example, if the intimacy F between the player P and any of a plurality of candidate jockeys J exceeds a predetermined threshold, the control device 11 grants a bonus to the player P. The content of the bonus granted to the player P based on the intimacy F is arbitrary, but for example, modes 1 to 3 exemplified below may be adopted. Note that the control device 11 may grant a bonus to the player P if the intimacy F for all of the candidate jockeys J exceeds the threshold.
[0088] [Aspect 1] The control device 11 (control unit 32) in aspect 1 grants a special item to the player P as a benefit based on the intimacy level F. The special item is, for example, an item that allows the player P to advance advantageously in the race stage (for example, an item that increases the ability parameter X32 of a racehorse). The special item may also be an item that allows the player P to advance advantageously in the training stage. For example, the control device 11 (control unit 32) grants the player P a special item that increases the change amount V of the ability parameter X32 in response to the training command Ga4. Note that the content of the special item is not limited to the above examples. Note that the special item granted to the player P based on the intimacy level F with the candidate jockey J may be usable only for racehorses that the candidate jockey J has ridden in the past.
[0089] [Mode 2] The control device 11 (control unit 32) in Mode 2 grants the player P the right to enter a racehorse in a special race as a privilege based on the intimacy level F. A special race is a race that the player P is not permitted to enter under normal circumstances (for example, a race that is not displayed on the race selection screen Gb). A reward is awarded to the player P based on the results of the special race. For example, if the player P wins a special race, the player P is awarded a larger reward (a so-called jackpot) than in a normal race. Note that the right to enter a racehorse in a special race may be granted to the player P upon the fulfillment of predetermined conditions related to elements other than the intimacy level F, for example. The control device 11 (control unit 32) in Mode 2 grants the player P the right to enter a special race when the intimacy level F satisfies predetermined conditions, without the fulfillment of other conditions.
[0090] [Aspect 3] In aspect 3, the control device 11 (control unit 32) grants the player P the right to challenge a target mission as a privilege based on the intimacy level F. The target mission is a condition that the player P must aim to achieve, and is also expressed as a quest or a task. For example, various conditions such as "win three times within the next ten races" or "use three or more credits" are exemplified as the target mission. Note that the target mission may be a condition for either the development stage or the competitive stage. Note that the player P may select a desired target mission from multiple selection candidates by operating the operation device 21.
[0091] When the target mission is accomplished, the control device 11 (control unit 32) grants a reward corresponding to the target mission to the player P. The reward granted to the player P upon accomplishing the target mission is, for example, a predetermined amount of credits. The reward granted to the player P may also be the special item described above or the right to enter a racehorse in a special race.
[0092] [Aspect 4] The control device 11 (control unit 32) in aspect 4 grants the player P the right to select a special command in the training stage as a privilege based on the intimacy level F. The special command is a training command Ga4 that can be selected by the player P. The change amount V in the ability parameter X32 due to the special command exceeds the change amount V in the ability parameter X32 due to the normal training command Ga4. Therefore, by selecting a special command, the player P can train a racehorse efficiently. Note that the special command based on the intimacy level F with the candidate jockey J may be selectable only when training a racehorse that the candidate jockey J has ridden in the past.
[0093] [Aspect 5] The control device 11 (control unit 32) causes a special event to occur probabilistically in the training stage or the competition stage. The control device 11 (control unit 32) in aspect 5 increases the probability of the special event occurring as a benefit based on the intimacy level F. The special event is a game event that occurs in the training stage or the competition stage. For example, an event in which training is performed using a special command in the training stage, or an event in which a racehorse runs in a special race in the competition stage, are examples of special events.
[0094] The benefits granted to the player P based on the intimacy level F are not limited to the above examples. For example, when the intimacy level F exceeds a predetermined threshold, the control device 11 (control unit 32) may reduce the number of credits required to select the development command Ga4. Furthermore, in a mode in which the use of a predetermined amount of credits is required to participate in a race in a competition stage, the control device 11 (control unit 32) may reduce the number of credits required to participate in the competition stage when the intimacy level F exceeds the predetermined threshold. In the above examples, a reduction in the number of credits required for a specific action in the horse racing game is granted to the player P as a benefit.
[0095] [Modifications] Specific modifications that can be added to the above-described embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be combined as appropriate within the scope of not mutually contradicting each other.
[0096] (1) In each of the above-described embodiments, the waiting time Wn for the player Pn was calculated by multiplying the difference (F1-Fn) between the intimacy level F1 of the player P1 and the intimacy level Fn of another player Pn (n = 2, 3, ...) by the coefficient α. However, the relationship between the intimacy level F of each player P and the waiting time Wn (starting point of the acceptance period Q) is not limited to the above examples.
[0097] Specifically, it is assumed that the waiting time W corresponding to the intimacy level F changes based on various conditions. For example, the control device 11 (control unit 32) changes the waiting time W by adjusting the coefficient α based on the ranking (GI, GII, GIII, etc.) of the race in the competition stage.
[0098] For example, the coefficient α in a GIII race is lower than the coefficient α in a GII race, which in turn is lower than the coefficient α in a GI race. Therefore, as shown in the example of FIG. 15 , even if the intimacy levels F of the players P are similar, the waiting times W in a GIII race in the competition stage are shorter than those in a GII race, and the waiting times W in a GII race are shorter than those in a GI race. For example, the waiting time W in a GI race is set to 5 seconds, while the waiting time W in a GIII race is set to 1 second. In other words, in a low-ranked race, a player P with a low intimacy level F is given the opportunity to select his or her desired candidate jockey J, compared to a high-ranked race.
[0099] (2) In each of the above-described embodiments, the intimacy degree F between the jockey and the player P is exemplified, but the relationship represented by the intimacy degree F is not limited to the relationship between the jockey and the player P. For example, the intimacy degree F between the two may be set for each combination of a racehorse and a jockey owned by the player P.
[0100] In a mode in which the intimacy degree F represents the relationship between a jockey and a player P, when the player P selects the jockey, the intimacy degree F increases regardless of which racehorse the jockey rides. On the other hand, in a mode in which the intimacy degree F represents the relationship between a jockey and a racehorse, when the player P selects the jockey in a race in which the racehorse is running, the intimacy degree F between the racehorse and the jockey increases, while the intimacy degrees F for other racehorses do not change. In the above mode, for example, the overall intimacy degree between the jockey and the player P is calculated by adding up the intimacy degrees F between the racehorse and the jockey for multiple racehorses owned by the player P.
[0101] In an embodiment in which the intimacy degree F represents the relationship between a jockey and a racehorse, the control device 11 (control unit 32) may award a bonus to the player P based on the combination of the jockey and the racehorse. In other words, the bonus may vary based on the combination of the jockey and the racehorse. The content of the bonus is as exemplified in the fourth embodiment. According to the above embodiment, in order for the player P to obtain a desired bonus, the player P is required to consider the combination of the jockey and the racehorse, which makes it possible to diversify the progress of the horse racing game.
[0102] (3) As illustrated in Figure 16, the intimacy degree F between the candidate jockey J and the player P may be displayed for each of the multiple candidate jockeys J on the jockey selection screen Gc. As described above, the intimacy degree F with each candidate jockey J increases upon selection of that candidate jockey J. Therefore, the player P can use the intimacy degree F with each candidate jockey J on the jockey selection screen Gc as reference information for selecting a candidate jockey J.
[0103] Furthermore, as illustrated in FIG. 17 , for each candidate jockey J on the jockey selection screen Gc, the intimacy level F between each of the multiple players P playing the horse racing game and the candidate jockey J may be displayed. By checking the display in FIG. 17 , each player P can compare the intimacy level F between themselves and the candidate jockey J with the intimacy levels F between other players P and the candidate jockey J. Therefore, the player P can predict when they will be able to select their desired candidate jockey J. For example, if the intimacy level F between the player P and their desired candidate jockey J is lower than that of other players P, the player P can understand that the candidate jockey J will be available for selection later. Therefore, a player P who recognizes that there is a high possibility that they will not be able to select the candidate jockey J can consider selecting another candidate jockey J in advance.
[0104] (4) In the above-described embodiments, attention has been focused on the selection of candidate jockey J by multiple players P, but the element (first game element) that is the subject of selection by player P can be changed arbitrarily. For example, the present disclosure may be applied to various items used in a horse racing game, in addition to characters such as candidate jockey J. In other words, the above-described embodiments are similarly applied to the selection of an item by each of multiple players P. As explained above, the candidates for selection by player P are collectively expressed as the "first game element."
[0105] (5) In the above-described embodiments, the racehorse's ability parameter X32 is changed in response to an instruction (raising command Ga4) from the player P. However, the element (second game element) whose parameter is changed by the control unit 32 may be changed arbitrarily. For example, the present disclosure may be applied to various items used in horse racing games, in addition to characters such as racehorses. As explained above, elements whose parameters are changed in response to an instruction from the player P are collectively referred to as "second game elements," and the parameters are an example of "second parameters."
[0106] (6) In the above-described embodiments, examples have been given of embodiments including [Configuration A] a configuration in which the intimacy level F between the player P and the candidate jockey J is changed by selecting the candidate jockey J, and [Configuration B] a configuration in which the intimacy level F is changed based on the results of the race in the competition stage, but it is not essential for the present disclosure to include both Configuration A and Configuration B. For example, one of Configuration A and Configuration B may be omitted.
[0107] (7) Although the above embodiments have been described with reference to a horse racing game, the present disclosure may be applied to any type of game. For example, the present disclosure may also be applied to a lottery game in which various lottery processes are executed. The lottery processes may be, for example, various lotteries such as bingo games, roulette games, or slot games. Specifically, examples of the lottery processes include physical lotteries using a physical lottery mechanism, or electronic lotteries implemented by computational processing by the control device 11.
[0108] (8) In the above-described embodiments, the game system 100 is set in real space. However, the game system 100 may also be realized as a virtual object set in a virtual space realized by computational processing. Therefore, a service similar to the game system 100 in the above-described embodiments may be provided to the player P by an information device such as a smartphone or a tablet terminal. For example, a game similar to the game system 100 may be realized as an application game provided by a program executed by the information device, or as a cloud game provided by a server capable of communicating with the information device.
[0109] (9) The functions of the game system 100 according to the above-described embodiments are realized through cooperation between one or more processors constituting the control device 11 and a program stored in the storage device 12. The program according to the above-described embodiments can be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the recording medium storing the program in the distribution device corresponds to the non-transitory recording medium described above.
[0110] [Additional Notes] From the above description, preferred aspects of the present disclosure can be understood, for example, as follows: Note that, to facilitate understanding of each aspect, reference numerals in the drawings are conveniently written in parentheses below, but this is not intended to limit the present disclosure to the illustrated aspects.
[0111] [Supplementary Note 1] In order to solve the above problems, a game system (100) according to one aspect (Supplementary Note 1) of the present disclosure is a game system (100) that provides a game to which a first game element is applied, and includes: a control unit (32) that changes, for each of a plurality of players (P), a first parameter (F) related to the first game element based on the progress of the game by the player (P); and a reception unit (31) that receives selections of the first game element from the plurality of players (P), and the reception unit (31) preferentially receives the selection of the first game element by each of the plurality of players (P) based on the first parameter (F) of the player (P).
[0112] In the above aspect, the first parameter (F) is changed based on the progress of the game by each player (P), and the selection of the first game element by each player (P) is preferentially accepted based on the first parameter (F). Therefore, each player (P) plays the game with the aim of changing the first parameter (F) so that the selection of the first game element is preferentially accepted. That is, each of the multiple players (P) can preferentially select the first game element based on his or her own progress in the game. Therefore, it is possible to reduce the possibility that each player (P) will lose motivation to play the game because the selection of the first game element is not accepted, and as a result, it is possible to provide each player (P) with an incentive to continue playing the game.
[0113] A "first game element" is any element that can be selected by multiple players (P) in a game. For example, a first game element selected by a player (P) is applied to the game that the player (P) is playing. For example, various characters that appear in the game or various items used in the game are examples of "first game elements."
[0114] A typical example of a "first game element" is an element that can be selected in a limited manner by only one player (P) among a plurality of players (P). However, two or more players (P) among the plurality of players (P) may be able to select the "first game element." For example, a configuration is also envisioned in which the players (P) who can select the first game element are limited to a predetermined number of players (P) among the plurality of players (P).
[0115] The "first parameter (F)" is an arbitrary parameter that is set for each player (P) with respect to the first game element and that can be changed based on the progress of the game by the player (P). For example, in a mode in which the first game element is a character, the intimacy with the character is exemplified as the "first parameter (F)."
[0116] "Preferentially accepting the selection of the first game element based on the first parameter (F)" means that the selection of the first game element by each of the multiple players (P) is preferentially accepted in the order (descending or ascending order) of the first parameter (F). For example, the selection of the first game element by a first player (P) among the multiple players (P) whose first parameter (F) has a first value is preferentially accepted over the selection of the first game element by a second player (P) among the multiple players (P) whose first parameter (F) has a second value different from the first value.
[0117] Note that "priority acceptance" is not limited to the chronological order (priority) of acceptance. For example, if a first player (P) selects a first game element and a second player (P) selects a second game element within a predetermined period (e.g., substantially simultaneously), only the selection by the first player (P) may be accepted even if the selection by the second player (P) precedes the selection by the first player (P). As can be understood from the above explanation, the first parameter (F) can also be expressed as a parameter for determining the priority (e.g., priority order) regarding the selection of the first game element.
[0118] [Supplementary Note 2] In the specific example (Supplementary Note 2) of Supplementary Note 1, the reception unit (31) sets, for each of the multiple players (P), a reception period (Q) starting at a time determined based on the first parameter (F) of that player (P), and accepts the selection of the first game element by each of the multiple players (P) during the reception period (Q) set for that player (P). In the above aspect, the start time of the reception period (Q) is controlled based on the first parameter (F) of each player (P). Therefore, each of the multiple players (P) can preferentially select a first game element in an order based on the first parameter (F). Furthermore, the operation of accepting the selection of the first game element by each player (P) in an order of priority based on the first parameter (F) as described above can be realized by simple control of controlling the start time of the reception period (Q).
[0119] The "acceptance period (Q)" is a period during which selection of a first game element by each player (P) is accepted. The "acceptance period (Q) starting at a time based on the first parameter (F)" means that the start point of the acceptance period (Q) for each player (P) changes based on the first parameter (F) of that player (P). For example, the acceptance period (Q) starts in an order based on the first parameter (F) of each player (P).
[0120] Note that the time difference between the start points of each acceptance period (Q) is set to, for example, a fixed length. However, the time difference between the start point of the first acceptance period (Q) of the first player (P) and the start point of the second acceptance period (Q) of the second player (P) may be set to a variable length based on, for example, the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P). For example, the greater the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P), the longer the time difference between the start points of the first acceptance period (Q) and the second acceptance period (Q) is set to.
[0121] For example, when the first parameter (F) of a first player (P) differs from the first parameter (F) of a second player (P), it is not necessary that the start point of the acceptance period (Q) of the first player (P) differs from the start point of the acceptance period (Q) of the second player (P) on the time axis. For example, when the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P) exceeds a predetermined threshold, the start point of the acceptance period (Q) of the first player (P) differs from the start point of the acceptance period (Q) of the second player (P), whereas when the difference is below the threshold, the start point of the acceptance period (Q) of the first player (P) may be the same as the start point of the acceptance period (Q) of the second player (P).
[0122] The length of the reception period (Q) is arbitrary. Specifically, it is assumed that the length of the reception period (Q) varies based on the first parameter (F). For example, it is assumed that the start point of each reception period (Q) varies based on the first parameter (F), and the end point of each reception period (Q) is common to multiple reception periods (Q). It is also assumed that the length of the reception period (Q) is a fixed length that does not depend on the first parameter (F). For example, the reception period (Q) ends when a predetermined time has elapsed from the start point of the reception period (Q). Therefore, the end point of each reception period (Q) varies for each reception period (Q).
[0123] [Supplementary Note 3] In the specific example (Supplementary Note 3) of Supplementary Note 1 or Supplementary Note 2, the acceptance unit (31) accepts the selection of the first game element from only one player (P) of the multiple players (P). In the above aspect, the selection of the first game element is accepted only from one player (P) of the multiple players (P). Therefore, it is possible to provide each player (P) with an effective incentive to progress through the game so that the selection of the first game element is accepted.
[0124] [Supplementary Note 4] In any specific example (Supplementary Note 4) of Supplementary Note 1 to Supplementary Note 3, the control unit (32) changes the first parameter (F) of the first player (P), who is one of the multiple players (P), each time the reception unit (31) receives a selection of the first game element by the first player (P). In the above aspect, the first parameter (F) is changed each time a selection of a first game element is received. Therefore, an incentive to select the first game element can be given to the player (P).
[0125] The amount of change in the first parameter (F) for each reception of a selection of the first game element is arbitrary. For example, the amount of change in the first parameter (F) may be a fixed value. Alternatively, the amount of change in the first parameter (F) may be a variable value based on a parameter such as the number of times the first game element is selected.
[0126] [Supplementary Note 5] In any specific example (Supplementary Note 5) of Supplementary Note 1 to Supplementary Note 4, in the game, a unit game to which the first game element selected by a first player (P) who is one of the multiple players (P) is applied is repeated, and the control unit (32) changes the first parameter (F) of the first player (P) based on the result of the unit game. In the above aspect, the first parameter (F) is changed based on the result of the unit game. Therefore, a player (P) who desires to change the first parameter (F) can be given an incentive to play the unit game in a way that will result in an advantage for changing the first parameter (F).
[0127] "Changing the first parameter (F) based on the result of the unit game" means changing the first parameter (F) by an amount or direction of change (increase / decrease) based on the result of the unit game. For example, if the unit game is a game that determines ranking, the first parameter (F) is changed by a variable amount based on the ranking in a direction based on the ranking.
[0128] [Supplementary Note 6] In a specific example (Supplementary Note 6) of Supplementary Note 5, the control unit (32) changes a second parameter related to a second game element of each of the multiple players (P) in response to an instruction from that player (P), and the first game element selected by the first player (P) and the second game element of the first player (P) are applied in the unit game. In the above aspect, the first game element selected by the player (P) and the second game element of the player (P) are applied. Therefore, a more diverse and interesting game is realized compared to a mode in which only the first game element is applied to the unit game.
[0129] [Supplementary Note 7] In a specific example (Supplementary Note 7) of Supplementary Note 6, the control unit (32) changes the second parameter (X32) based on instructions from each of the multiple players (P) and the first parameter (F) of that player (P). In the above aspect, in addition to instructions from a player (P), the first parameter (F) of that player (P) is also reflected in the change of the second parameter (X32) related to the second game element. Therefore, a player (P) who wishes to change the second parameter (X32) can be given an effective incentive to play the game so that the first parameter (F) is changed.
[0130] "Changing the second parameter (X32) based on instructions from the player (P) and the first parameter (F)" means that the amount of change or the direction of change (increase / decrease) of the second parameter (X32) is determined based on instructions from the player (P) and the first parameter (F).
[0131] [Supplementary Note 8] A method of operation of a game system (100) according to one aspect (Supplementary Note 8) of the present disclosure is a method of operation of a game system (100) that provides a game to which a first game element is applied, the method comprising: changing, for each of a plurality of players (P), a first parameter (F) related to the first game element based on the progress of the game by the player (P); accepting selections of the first game element from the plurality of players (P); and, in accepting the selections, preferentially accepting the selection of the first game element by each of the plurality of players (P) based on the first parameter (F) of the player (P).
[0132] [Supplementary Note 9] A program according to one aspect (Supplementary Note) of the present disclosure is a program for providing a game to which a first game element is applied, and causes a computer system to function as a control unit (32) that changes a first parameter (F) related to the first game element for each of a plurality of players (P) based on the progress of the game by the player (P), and as a reception unit (31) that receives selections of the first game element from the plurality of players (P), and the reception unit (31) preferentially receives the selection of the first game element by each of the plurality of players (P) based on the first parameter (F) of the player (P).
[0133] 100...game system, 10...control system, 11...control device, 12...storage device, 20...station, 21...operation device, 22...display device, 23...reception device, 24...payout device, 31...reception unit, 32...control unit.
Claims
1. A game system that provides a game to which a first game element is applied, comprising: a control unit that changes a first parameter related to the first game element for each of a plurality of players based on the progress of the game by that player; and a reception unit that receives selections of the first game element from the plurality of players, wherein the reception unit preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player.
2. The game system of claim 1, wherein the reception unit sets a reception period for each of the plurality of players, the reception period starting at a time determined based on the first parameter of that player, and accepts the selection of the first game element by each of the plurality of players during the reception period set for that player.
3. The game system according to claim 1, wherein the reception unit receives the selection of the first game element from only one player among the plurality of players.
4. The game system according to claim 1, wherein the control unit changes the first parameter of the first player each time the receiving unit receives a selection of the first game element by the first player, which is one of the plurality of players.
5. The game system according to claim 1, wherein a unit game is repeated in which a first player, which is one of the plurality of players, selects the first game element, and the control unit changes the first parameter of the first player based on the result of the unit game.
6. A game system according to claim 5, wherein the control unit changes a second parameter related to a second game element of each of the plurality of players in response to an instruction from that player, and in the unit game, the first game element selected by the first player and the second game element of the first player are applied.
7. The game system of claim 6, wherein the control unit modifies the second parameter based on instructions from each of the plurality of players and the first parameter of said player.
8. A method for operating a game system that provides a game to which a first game element is applied, wherein the game system modifies a first parameter relating to the first game element for each of a plurality of players based on the progress of the game by the player, accepts the selection of the first game element from the plurality of players, and in accepting the selection, preferentially accepts the selection of the first game element by each of the plurality of players based on the player's first parameter.
9. A program for providing a game to which a first game element is applied, comprising: a control unit that modifies a first parameter relating to the first game element for each of a plurality of players based on the player's progress in the game; and a reception unit that receives selections of the first game element from the plurality of players, wherein the reception unit is a program that preferentially receives selections of the first game element by each of the plurality of players based on the player's first parameter.
Citation Information
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