Game system, game server, and game program

The game system and server manage object and character attributes based on field combinations to enhance object growth and change, addressing engagement in network games by offering strategic gameplay and deepening player interest.

WO2026140350A1PCT designated stage Publication Date: 2026-07-02TOHO

Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TOHO
Filing Date
2025-08-22
Publication Date
2026-07-02

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Abstract

According to the present invention, a raising-target rice seed is selected from among a plurality of rice seeds. Next, land for raising the rice seed is selected from among a plurality of pieces of land. A quality attribute value associated with the rice seed is changed on the basis of the combination of the rice seed and the land. In a game system, it is set so that a trend in the change of the quality attribute value for the selected rice seed, i.e. a size or a tendency of the growth thereof, differs based on the land.
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Description

Game system, game server, and game program

[0001] The present invention relates to a technique for managing parameters in computer games.

[0002] Network games popular on smartphones are provided by accessing a platform built on a game server from a smartphone. Network games often focus on cultivating objects such as characters and items, cooperation and competition with other players, and collection of cards and items.

[0003] In network games, the growth and change of objects are important elements for players to enjoy the game for a long time. By growing objects, players can more easily advance the game advantageously and be motivated to challenge missions with higher difficulty levels.

[0004] Japanese Patent No. 3286575, Japanese Unexamined Patent Application Publication No. 2022-93667

[0005] Regarding the growth of objects, various methods have been considered, such as growing with more use, growing after a certain period of time, growing by synthesizing with other objects, and growing by a lottery called gacha. The inventors of the present invention looked back on the history of such game development and focused on the "space" in which the objects exist.

[0006] The present invention is an invention completed based on the above idea by the inventors of the present invention, and its main purpose is to propose new interests regarding the growth and change of objects in computer games.

[0007] A game system in one aspect of the present invention includes an object management unit that changes one or more of a plurality of first object attribute values ​​associated with a selected object, based on a combination of an object selected from a plurality of objects and a field selected from a plurality of fields. The change tendencies of each of the plurality of first object attribute values ​​associated with the selected object differ depending on the selected field.

[0008] A game system in another aspect of the present invention comprises a first game control unit that controls the progress of a first game in which an object is nurtured, and a second game control unit that controls the progress of a second game having predetermined gameplay based on the character attribute values ​​of one or more characters. The first game control unit changes one or more of a plurality of first object attribute values ​​associated with the object to be nurtured, based on the character attribute values ​​associated with the character for which the nurtured is performed and the field attribute values ​​associated with a field selected from a plurality of fields, and progresses the first game by changing the character attribute values ​​associated with the character to be nurtured selected from the plurality of characters by the changed first object attribute values. The second game control unit controls the progress of the second game in parallel with the progress of the first game, using characters other than the character for nurtured in the first game.

[0009] In one embodiment of the present invention, a game server is connected to one or more communication terminals via a communication network. This game server includes a communication unit that receives selections of objects and fields from the communication terminals, and an object management unit that changes one or more of a plurality of first object attribute values ​​associated with the selected object based on the combination of the selected object and the selected field. Depending on the selected field, the change tendencies of each of the plurality of first object attribute values ​​associated with the selected object differ. The communication unit transmits the changed first object attribute values ​​to the communication terminals.

[0010] In another aspect of the present invention, the game server is connected to one or more communication terminals via a communication network. The game server includes a first game control unit that controls the progress of a first game in which objects are nurtured, a second game control unit that controls the progress of a second game having predetermined gameplay based on the character attribute values ​​of one or more characters, and a communication unit that receives player input from the communication terminal and transmits information indicating the execution results of the first game and the second game to the communication terminal. The first game control unit changes one or more of a plurality of first object attribute values ​​associated with the object to be nurtured based on character attribute values ​​associated with the character for nurtured and field attribute values ​​associated with a field selected from a plurality of fields, and progresses the first game by changing the character attribute value associated with the character to be nurtured selected from the plurality of characters by the changed first object attribute value. The second game control unit controls the progress of the second game in parallel with the progress of the first game using characters other than the character for nurtured in the first game.

[0011] A game program in one aspect of the present invention causes a computer to perform a function that changes one or more of a plurality of first object attribute values ​​associated with a selected object, based on a combination of an object selected from a plurality of objects and a field selected from a plurality of fields. Depending on the selected field, the change tendency of each of the plurality of first object attribute values ​​associated with the selected object differs.

[0012] A game program in another aspect of the present invention has the function of progressing a first game by changing one or more of a plurality of first object attribute values ​​associated with an object to be trained, based on character attribute values ​​associated with a character to be trained and field attribute values ​​associated with a field selected from a plurality of fields, and changing the character attribute value associated with the character to be trained selected from a plurality of characters by the changed first object attribute value, and in parallel with the progress of the first game, controlling the progress of a second game having predetermined gameplay using characters other than the character to be trained in the first game.

[0013] According to the present invention, it becomes easier to provide players with a new kind of enjoyment regarding the growth of attribute values ​​(parameters) attached to objects.

[0014] This is a schematic diagram illustrating the overall structure of Game X. This is a schematic diagram illustrating the game structure of the rice cultivation mode. This is a hardware configuration diagram of the game system. This is a hardware configuration diagram of the game server. This is a functional block diagram of the game system. This is a data structure diagram of seed information. This is a data structure diagram of character information. This is a data structure diagram of land information. This is a farming work list. This is a screen diagram of the weather confirmation screen. This is a schematic diagram illustrating the relationship between the attributes of seed and rice. This is a schematic diagram showing the first example of a character enhancement method using rice. This is a schematic diagram showing the second example of a character enhancement method using rice. This is a flowchart illustrating the processing steps of the rice cultivation mode.

[0015] After briefly describing the outline of the computer game assumed in this embodiment (hereinafter referred to as "Game X"), the specific configuration and control method of the game system will be described. Game X is a free-to-play (F2P) game that runs on smartphones and other devices and can be played by multiple people.

[0016] Figure 1 is a schematic diagram illustrating the overall structure of Game X. In Game X, rice cultivation is carried out using rice seeds, and rice seeds are harvested as the product of rice cultivation. The harvested rice seeds are milled to become brown rice or white rice. Hereafter, rice seeds sown for rice cultivation will be called "A rice seeds," rice seeds after harvest will be called "B rice seeds," and when no distinction is made, they will simply be called "rice seeds." White rice or brown rice produced by milling B rice seeds will be called "rice." When rice seeds and rice are referred to together, they will be called "rice plants (object)."

[0017] Players can control multiple characters. Each character has various abilities, and these diverse abilities express the individuality of each character. A character's "abilities" are a type of character attribute value, defined by numerical values ​​such as HP (Health Power), ATK (Attack Power), and DEF (Defense Power).

[0018] Game X includes "Rice Farming Mode (Game 1)" and "Exploration Mode (Game 2)". In Rice Farming Mode, the character cultivates rice. In Exploration Mode, the character explores forests and towns, taking on various missions such as battling enemy characters and searching for treasure.

[0019] Game X incorporates a time system, where time progresses as the game advances. In rice farming mode, rice cultivation takes place once a year by planting A-type rice seeds, producing B-type rice seeds. B-type rice seeds are then milled to produce rice. The main objective of rice farming mode is to produce good quality rice. Characters improve their abilities by eating rice.

[0020] In Exploration Mode, characters take on various missions, utilizing their unique abilities. In Exploration Mode, you can obtain various items such as "seeds," "fertilizer," and "weapons." Furthermore, you can recruit new characters as companions in Exploration Mode.

[0021] The yield (harvest) and quality of rice vary depending on the type of rice plant (hereinafter simply referred to as "rice variety"). In Game X, the player increases the number of rice varieties by obtaining A-type rice seeds in exploration mode, produces rice by milling B-type rice seeds obtained in rice cultivation mode, and raises the character by feeding them rice. As will be explained in more detail later, the tendency of the character's abilities to change when they eat rice also differs depending on the type of rice plant.

[0022] The player assigns some of their characters to exploration mode and others to rice farming mode. Exploration mode and rice farming mode run in parallel. In other words, in Game X, it is possible to enjoy exploration mode while producing rice in rice farming mode.

[0023] The following explanation will focus on rice production in rice farming mode and the improvement of character abilities (character attribute values) through rice production.

[0024] Figure 2 is a schematic diagram illustrating the game structure of the rice cultivation mode. The player selects a rice seed variety A from among several types of rice seeds (objects) they possess. Next, the player selects a land (field) from several types of land where they want to grow the rice seed variety A. The rice seed variety A is grown in the rice paddy of the selected land. The way the rice seed variety A grows changes depending on its compatibility with the land.

[0025] The player selects one or more characters from their owned characters to be in charge of rice cultivation (hereinafter also referred to as "rice farmers"). In Game X, up to four rice farmers can be selected. The way the A-grade rice seeds grow also changes depending on the rice farmers' abilities (character attribute values). Rice farmers perform various farming tasks. The way the A-grade rice seeds grow is affected by the results of the farming tasks. Each rice farmer has a farming task they are good at.

[0026] Rice cultivation is also affected by the weather. Each region has its own unique climate (weather tendencies), with some areas being sunny, others rainy, some warm, and some cool. The rice farmer chosen by the player cultivates rice while performing various farming tasks. The harvested B-grade rice grains are milled to become rice. By eating rice, the character's abilities (character attribute values) improve.

[0027] In summary, the player chooses a variety of rice (A-type) with character development in mind. Next, they select land where the A-type rice is likely to grow well and a character (rice farmer) who can cultivate it successfully. The success of rice cultivation depends on the results of each farming task and the weather. While there is an element of luck involved in the weather, each piece of land has its own weather tendency (climate), so choosing land with a climate that suits the A-type rice is key to successful rice cultivation. The harvested rice strengthens the character, and strengthening the character allows the player to progress through the exploration mode more easily.

[0028] Characters other than rice farmers can participate in exploration mode. In other words, while the player is cultivating rice in rice farming mode, they can also take on various missions in exploration mode with members other than the rice farmers (hereinafter referred to as "explorers"). The period during which rice farming is carried out (hereinafter referred to as the "cultivation period") is one year in game time, which corresponds to six hours in real time. Players progress through Game X while deciding each year whether to assign their owned characters to rice farmers or explorers.

[0029] Figure 3 is a hardware configuration diagram of the game system 200. In the game system 200, the game server 100 and a plurality of game terminals 102a, 102b, 102c...102n (hereinafter collectively referred to as "game terminals 102" when referring to them together or without distinction) are connected via the internet 106. In this embodiment, the game terminals 102 are assumed to be smartphones. The game terminals 102 may be portable game consoles or general-purpose computers such as laptop PCs. The game terminals 102 and the internet 106 are connected wirelessly, but may also be connected via a wired connection. Each game player is assigned a unique ID called a player ID. The game server 100 provides game X to each game terminal 102.

[0030] Figure 4 is a hardware configuration diagram of the game server 100. The game server 100 includes a storage 312 as non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, registers, an arithmetic unit, an instruction decoder, etc., and a processor 300 (CPU: Central Processing Unit) that reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is connected to the first bus 302. Other devices such as a GPU (Graphics Processing Unit) may also be connected to the first bus 302.

[0031] The first bus 302 is connected to the relatively slow second bus 310 via a bridge 308. In addition to the storage 312, output devices 316 such as a monitor or speakers are connected to the second bus 310. Input devices 314 such as a mouse or keyboard, and peripheral devices 318 such as a printer may also be connected to the second bus 310. The hardware configuration of the game terminal 102 is similar.

[0032] Figure 5 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including arithmetic units such as a CPU and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, and software stored in the storage devices that supplies processing instructions to the arithmetic units. The computer program may consist of device drivers, an operating system, various application programs located at a higher layer, and libraries that provide common functions to these programs. The blocks described below represent functional units, not hardware units. The game server 100 may include a web server, and the game terminal 102 may include a portable communication terminal and a web browser installed on it.

[0033] (Game Server 100) The game server 100 includes a communication unit 112, a data processing unit 110, and a data storage unit 114. The communication unit 112 is responsible for communication processing with the game terminal 102 via the internet 106. The data storage unit 114 stores various types of data. The data processing unit 110 performs various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface for the communication unit 112 and the data storage unit 114.

[0034] The data storage unit 114 includes a game data storage unit 130 and a player data storage unit 132. The game data storage unit 130 stores the game program as well as setting information for game X. The player data storage unit 132 manages various information related to the player.

[0035] The data processing unit 110 includes a player registration unit 116 and a game control unit 124. The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When a player registration request is received, the player registration unit 116 assigns a player ID to the player.

[0036] The game control unit 124 controls the progress of game X. The game control unit 124 includes a first game control unit 120 that controls the progress of the rice cultivation mode (first game) and a second game control unit 122 that controls the progress of the exploration mode (second game).

[0037] The first game control unit 120 includes an object management unit 152, a character management unit 154, an environment management unit 156, and a task management unit 158. The object management unit 152 manages rice seeds and rice. The character management unit 154 manages characters. The environment management unit 156 manages the weather (environmental attributes). The task management unit 158 ​​controls the progress of farm work (tasks).

[0038] (Game terminal 102) The game terminal 102 includes a user interface processing unit 136, a communication unit 134, a data processing unit 138, and a data storage unit 140. The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that performs image display and sound output. The output unit 144 includes a display unit 150 that displays various screens. The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the internet 106. The data storage unit 140 stores various data. The data processing unit 138 performs various processing based on the data acquired by the user interface processing unit 136 and the communication unit 134, and the data stored in the data storage unit 140. The data processing unit 138 also functions as an interface for the user interface processing unit 136, the communication unit 134, and the data storage unit 140.

[0039] The data processing unit 138 includes a game execution unit 146. The game execution unit 146 controls the progress of game X in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as part of the functions of the game control unit 124.

[0040] The communication unit 134 acquires various game information from the game server 100, and the display unit 150 displays the game screen on the game terminal 102. The input unit 142 detects various inputs from the player, and some of the input information is notified to the game server 100. In response to the input information, the data processing unit 138, in particular the game execution unit 146, controls the progress of the game.

[0041] The player possesses the following: • Multiple characters • Items such as fertilizer and weapons • Seeds and rice

[0042] Figure 6 is a data structure diagram of the seed rice information 160. The seed rice information 160 is stored in the game data storage unit 130 of the game server 100 or in the data storage unit 140 of the game terminal 102. Each seed rice is identified by its rice ID. There are various rice varieties. For example, the rice variety (brand) of the seed rice with rice ID = Q01 (hereinafter referred to as "seed rice (Q01)") is "Kokonotsu".

[0043] Each seed rice is assigned a quality attribute value (first object attribute value) and a cultivation attribute value (second object attribute value). The quality attribute value indicates the quality of the seed rice. There are six types of attribute values ​​(parameters) for the quality attribute value: "Grade" which represents the grade of the rice, "Quantity" which represents the yield of the rice, "Aroma" which represents the aroma of the rice, "Beauty" which represents the beauty of the appearance of the rice, "Taste" which represents the goodness of the taste of the rice, "Stickiness" which represents the stickiness of the rice, and "Firmness" which represents the chewiness of the rice. According to Figure 6, the taste of seed rice (Q01: Kokonotsu) is "18", but the taste of seed rice (Q04: Tenta) is "32", so it can be seen that seed rice (Q04: Tenta) has a better taste than seed rice (Q01: Kokonotsu).

[0044] When the object management unit 152 selects A tanemomi and grows rice, it raises the "rank" of A tanemomi. For example, when the player selects tanemomi (Q01: Kokonotsu) and grows rice, the object management unit 152 changes the rank of this tanemomi from "10" to "11" after the autumn harvest.

[0045] The growth attribute value indicates the environment preferred by tanemomi. The growth attribute value includes "temperature" and "water volume". The growth attribute value "temperature" has three levels: "high", "medium", and "low". Since the growth attribute value "temperature" of tanemomi (Q01: Kokonotsu) is "high", it can be seen that this tanemomi (Q01) is suitable for growth in relatively warm land. The growth attribute value "water volume" has three levels: "much", "medium", and "little". Since the growth attribute value "water volume" of tanemomi (Q01) is "little", it is desirable to grow this tanemomi (Q01) with less water volume. Also, the growth attribute value may be defined as the susceptibility to influence from the environment. Specifically, the growth attribute value may be defined as a numerical value indicating the strength of the influence from the land attribute value to the quality attribute value described later.

[0046] The quality attribute value of A tanemomi affects the quality attribute value of the produced B tanemomi. The object management unit 152 determines the quality attribute value of B tanemomi by calculating the influences of the land, weather, rice grower, and the results of farming operations, etc., with the quality attribute value of A tanemomi as the initial value.

[0047] Figure 7 is a data structure diagram of the character information 170. The character information 170 is also stored in the game data storage unit 130 of the game server 100 or the data storage unit 140 of the game terminal 102. The character is identified by the character ID. The abilities of the character (character attribute values) include basic attribute values and growth abilities.

[0048] The basic attribute value indicates the level of a character's ability to complete missions in exploration mode. In addition to "level", the basic attribute value includes "Hit Points (HP)", "Attack Power (ATK)", and "Defense Power (DEF)" as basic multipliers. The "Hit Points (HP)" of the character with Character ID = C01 (hereinafter referred to as "character (C01)") is "1.0". This value indicates the amount of change (sensitivity) in hit points when character (C01) eats rice, and the details will be described later in relation to FIGS. 12 and 13.

[0049] Characters earn experience points in exploration mode or rice cultivation mode. When the character management unit 154 determines that this experience value has increased to a certain extent, the character is leveled up. On the other hand, the basic multipliers (HP, ATK, DEF) do not change even when the level is increased. The basic multipliers are parameters that represent the individuality of the character.

[0050] The cultivation ability indicates the level of a character's ability to contribute to the growth of rice seedlings in rice cultivation mode. According to FIG. 7, the cultivation ability of character (C01) is "quantity + 20%", "hardness - 5%", and "weed removal". When character (C01) becomes a rice grower, a positive effect of increasing the quality attribute value "quantity" of the rice seedlings by 20% occurs, but a negative effect of reducing the quality attribute value "hardness" by 5% also occurs. In addition, since character (C01) is good at the farming operation "weed removal", high results can be expected in the farming operation "weed removal".

[0051] FIG. 8 is a data structure diagram of the land information 180. The land information 180 is also stored in the game data storage unit 130 of the game server 100 or the data storage unit 140 of the game terminal 102. In Game X, rice cultivation is carried out by selecting one of a plurality of lands (fields) such as "Hokkaido" and "Tohoku". Land attributes and weather trends are associated with the land as field attribute values.

[0052] Soil attribute values ​​indicate soil quality and significantly influence the growth of rice seeds. These values ​​include pH (hydrogen ion concentration index), as well as the content of nitrogen (N), phosphorus (P), calcium (Ca), magnesium (Mg), and potassium (K). The compatibility between soil attribute values ​​and quality attribute values ​​is predetermined for each rice variety.

[0053] For example, Rice Seed T1 may be set so that its quality attribute value "quantity" increases by 20% in soil with a phosphorus content of 70 to 90. Rice Seed T2 may be set so that its quality attribute value "taste" improves as the magnesium content increases, provided that the calcium content is 30 or less. Rice Seed T3 may be set so that its quality attribute value "stickiness" decreases by 50% when the pH value is 5.5 or less. Sensitivity conditions are pre-set for each rice seed, or in other words, for each rice variety, to determine how it is affected by soil attribute values.

[0054] Weather trends are information that indicates the climatic characteristics of a place. Weather trends include "average temperature" and "water volume." Water volume is categorized into three levels: "high," "medium," and "low." For example, the land (Hokkaido) has a low average temperature of 5 degrees Celsius and relatively low water volume. Therefore, the Environmental Management Department 156 sets the conditions for the land (Hokkaido) to be such that there is little rain and a low average temperature. The Environmental Management Department 156 sets the weather with a selection probability corresponding to the weather trends of the selected land. For example, the Environmental Management Department 156 sets the weather to "rain" with a higher selection probability for the land (Kanto) with a "medium" water volume compared to the land (Hokkaido) with a "low" water volume.

[0055] Similarly, the Environmental Management Unit 156 sets the temperature according to the weather trends and seasons of the land. The Environmental Management Unit 156 randomly selects the temperature from a temperature range that is set relatively higher for the land (Kanto: 10 degrees) than for the land (Hokkaido: 5 degrees). The weather and temperature set by the Environmental Management Unit 156 function as environmental attribute values.

[0056] Let's assume that Tanemomi T4 has the property that the yield increases with more water. In this case, Tanemomi T4 is more suitable for areas with less water (Kanto region) than for areas with less water (Hokkaido). However, even though the water level in Kanto is "medium," the amount of water changes depending on the weather, so even in Kanto, sufficient water is not always guaranteed. Let's assume that Tanemomi T5 has the property that the quality attribute values ​​"quantity" and "aroma" increase with lower average temperatures. In this case, Tanemomi T5 is more suitable for areas with low average temperatures (Hokkaido).

[0057] The Environmental Management Unit 156 gradually changes the land attribute values ​​of each plot of land as rice cultivation is repeated. On the other hand, the weather tendencies of the land remain unchanged. This control method allows players to enjoy researching the compatibility between different types of rice seeds and land by repeatedly cultivating them. Players can also check the rice seed information 160, character information 170, and land information 180 data at any time.

[0058] Figure 9 shows the farm work list 190. The farm work list 190 is stored in the game data storage unit 130 of the game server 100. The rice cultivation mode starts in winter, goes through spring and summer, and continues until the autumn harvest. Multiple farm work tasks are predetermined for each season (partial period) in the rice cultivation mode. The character selected as the rice farmer performs the farm work set for each season. The task management unit 158 ​​calculates the results of the farm work. The object management unit 152 changes the quality attribute value of the rice seeds according to the results of the farm work.

[0059] Let's explain some of the farming tasks. Winter farming task "plowing" is the task of digging up and softening the soil. There are three levels of conditions that can be set for tilling: "soft," "medium," and "hard." The appropriate tilling conditions are predetermined for each type of rice seed. For example, for rice seed T6, the "soft" condition is desirable for tilling, and when tilling is performed under the "soft" condition, the quality attribute value "beauty" may be set to increase by 3%. Furthermore, if the rice grower has a character that excels at tilling as part of their training ability, the quality attribute value "beauty" may be set to increase by an additional 5%. In this way, the quality attribute value of the rice seed is affected by the farming conditions and the rice grower's training ability.

[0060] The spring farming task of "rice planting" involves planting seedlings in a rice paddy. For rice planting, the spacing between seedlings can be set to one of three levels: "wide," "medium," or "narrow." It is assumed that for seedling T7, setting the spacing to "wide" results in more weed growth. The task management unit 158 ​​calculates the amount of weeds based on the execution conditions of the "rice planting" task and the characteristics of the seedlings. Weeds are removed through the same spring farming task, "weeding." If there are too many weeds to remove completely, the quality attribute values ​​"quantity" and "taste" of seedling T7 decrease by 10%. Based on the amount of weeds resulting from the "rice planting" task and the amount removed from the "weeding" task, the task management unit 158 ​​adjusts the quality attribute values ​​of seedling T7.

[0061] In spring, summer, and autumn farming, "water volume adjustment" involves adjusting the amount of water supplied to the rice paddies. The water volume is set to one of three levels: "high," "medium," or "low." For seed rice T8, the appropriate water retention level is considered to be 14-16%. The appropriate water retention level is determined by the growth attribute value "water volume," which is explained in relation to Figure 6. The higher the temperature, the lower the water retention level, and the lower the temperature, the less the water retention level decreases. Therefore, in areas and seasons with high temperatures, it is desirable to set a higher water volume during "water volume adjustment."

[0062] When the weather is "rainy," a relatively large amount of water is supplied to the rice seedlings (T8), so it is desirable to set the water level lower during the rainy season. On the other hand, when the weather is "sunny," it is desirable to increase the water level. Since weather patterns differ depending on the land, it is necessary to set the conditions for performing the "water level adjustment" agricultural work while considering both the characteristics of the rice seedlings and the weather patterns of the land.

[0063] The spring, summer, and autumn farming task "Ducks" eliminates pests in the rice paddies. Environmental Management Unit 156 generates pests with a predetermined probability. When pests appear, the quality attribute value of the rice decreases. The farming task "Ducks" can be performed under the conditions of either "Release" or "Do not release". Ducks eat pests in the rice paddies. The player can only release ducks when they possess the item "Duck".

[0064] As described above, the quality attribute value of the rice seed is greatly influenced by the outcome of each farming task. The player adjusts the execution conditions for each farming task, taking into account the properties of the rice seed, the properties of the soil, and weather trends.

[0065] Figure 10 is a screenshot of the weather confirmation screen 210. After the player selects the rice seedlings and rice growers, the display unit 150 displays the weather confirmation screen 210. The player selects a plot of land by touching the land button 212. In Figure 10, the land (northeast) is selected. The season button 214 is an area for selecting one of the four seasons: spring, summer, autumn, or winter. In Figure 10, the season "winter" is selected.

[0066] The Environmental Management Unit 156 sets the weather for the year according to the selected land and displays the set weather in the forecast column 216. In Figure 10, the winter weather is "sunny, average temperature 5 degrees" in the first half, "cloudy, average temperature 5 degrees" in the middle, and "cloudy with occasional rain, average temperature 2 degrees" in the latter half. The amount of water in the land is determined by the weather. Also, the temperature of the land is determined by the weather and the season. The player sets the execution conditions for farm work in each season, referring to the forecast column 216. It is necessary to estimate the amount of water required for rice cultivation based on the weather and appropriately set the execution conditions for the farm work "water adjustment" based on that estimate.

[0067] When the player touches the task setting button 218, a screen (not shown) for setting the execution conditions for each farming task is displayed. The player sets the execution conditions for each farming task as exemplified in Figure 9. Automatic settings are also available. In this case, the task management unit 158 ​​automatically sets the execution conditions for each farming task based on the rice variety of the seedlings and the land.

[0068] Once the conditions for performing the farming work have been set, the player touches the OK button 220. When the OK button 220 is touched, the second game control unit 122 automatically starts the rice cultivation mode. The cultivation period in rice cultivation mode is one year in game time, but corresponds to six hours in real time. Therefore, the season changes every 1.5 hours. The player can enjoy exploration mode while looking forward to the results of the automatically executed rice cultivation. Although the rice cultivation mode is executed automatically, an opportunity to reset the conditions for performing the farming work may be provided at the change of seasons.

[0069] Figure 11 is a schematic diagram illustrating the relationship between the attributes of seed rice and the attributes of rice. A portion of the B seed rice harvested through rice cultivation is stored as A seed rice for the following year, and the remainder is milled to become rice. The object management unit 152 sets the attribute values ​​of the rice (hereinafter referred to as "latent attribute values") based on the quality attribute values ​​of the harvested B seed rice, that is, the quality attribute values ​​that have changed due to rice cultivation.

[0070] The quality attribute value "grade" of the seed rice is directly carried over as the latent attribute value "grade" of the milled rice. The latent attribute value "vitality (HP)" of the rice is determined based on the quality attribute values ​​"quantity" and "aroma" of the seed rice. In the milling process, the object management unit 152 calculates the latent attribute value "vitality (HP)" of the rice using an arbitrary function that is a monotonically increasing function of the two variables, quality attribute values ​​"quantity" and "aroma". For example, vitality (HP) may be calculated using a simple formula such as 10 × "quantity" + 15 × "aroma".

[0071] Similarly, the object management unit 152 calculates the potential attribute value "Attack Power (ATK)" based on the quality attribute values ​​"Beauty" and "Taste," and the potential attribute value "Defense Power (DEF)" based on the quality attribute values ​​"Sticky" and "Hard."

[0072] Figure 12 is a schematic diagram showing the first example of a character enhancement method using rice. By feeding polished rice to a character, more specifically, the character's three abilities (character attribute values)—HP, ATK, and DEF—change based on the potential attribute value of the polished rice and the character's base attribute value (level and base multiplier).

[0073] In the first example, the rank of the white rice is "50," and the level (LV) of the character to be strengthened is also "50." The potential attribute value of the white rice, "HP," is "3000," and the base multiplier for the character's HP is "1.0." In this case, the character management unit 154 sets the character's ability "HP" to "3000" by multiplying 3000 by 1.0. The potential attribute value of the white rice, "ATK," is "600," and the base multiplier for the character's ATK is "1.2." In this case, the character management unit 154 sets the character's ability "ATK" to "720" by multiplying 600 by 1.2 = 720. In this way, when the rank of the white rice and the character's level are the same or higher, the character's ability is determined by multiplying the potential attribute value of the white rice by the character's base multiplier.

[0074] Figure 13 is a schematic diagram showing a second example of a character enhancement method using rice. In this second example, the rank of the white rice is "50," and the level of the character being enhanced is "10." When the level is lower than the rank, only a portion of the white rice's potential attribute value is reflected in the character's abilities. In Figure 13, the white rice's potential attribute value "HP" is "3000," the base multiplier for the character's HP is "1.0," and the level is "0.2 times (1 / 5)" the rank. At this time, the character management unit 154 sets the character's ability "HP" to "600" by 3000 × 1.0 × 0.2. The same applies to other abilities. Thus, even if a character possesses high-ranking rice, the quality of the rice (potential attribute value) cannot be fully reflected in the character unless the character is at a corresponding level.

[0075] Figure 14 is a flowchart showing the processing steps in rice cultivation mode. In rice cultivation mode, the player selects a rice grower from their owned characters (S10). Next, the player selects the A-type rice to be cultivated (S12), and then selects the land on which to cultivate the A-type rice (S14). The input unit 142 of the game terminal 102 receives various inputs from the player.

[0076] Next, the player sets the execution conditions for various farming tasks shown in the farming task list 190 (Figure 9) (S16). As mentioned above, automatic setting of execution conditions is also possible. After these settings are completed, the rice cultivation process is executed (S18).

[0077] Rice cultivation is carried out in the following stages in order: winter (S20), spring (S22), summer (S24), and autumn (S26). Each stage takes 1.5 hours, so it takes a total of 6 hours to complete all four stages. These 6 hours correspond to the growing period of the rice cultivation process.

[0078] In the final autumn process, the B-type rice grains are harvested, and the object management unit 152 performs the rice milling process (S28). The player selects a character they want to strengthen and strengthens the character by feeding them the milled rice (S30).

[0079] [Summary] The game system 200 has been explained based on the embodiment described above. In Game X, the way rice seeds grow varies depending on the land. People grow through the influence of others and their own efforts, but they are also greatly influenced by the climate and environment in which they live. Not only people, but also living things such as crops and animals are influenced to a greater or lesser extent by the climate and environment. For example, considering the optimal rainfall and altitude for grapes, Yamanashi Prefecture is suitable as a grape cultivation area. Mandarins grow well in the Seto Inland Sea region, which has long hours of sunshine and sea breezes. Because of such examples, players can easily understand the correlation between the crops being grown and the growing area, and the importance of choosing the right land. Game X can provide players with the enjoyment of researching the compatibility between rice seeds and land.

[0080] Each seedling is further associated with a cultivation attribute value that indicates its susceptibility to environmental influences or the type of environment it prefers. The strategic element of considering these cultivation attribute values ​​when selecting land and setting farming conditions further enhances the enjoyment of Game X.

[0081] Rice cultivation is also affected by the weather. While weather is unpredictable, there are weather tendencies depending on the land. By introducing these elements, which are somewhat predictable but also contain elements of chance, into the growth of rice seeds, it is possible to reproduce the unique predictability and uncertainty of agriculture.

[0082] The results of rice cultivation are also influenced by the development abilities of the characters chosen as rice farmers. Players will develop multiple characters, deciding each year which characters to make rice farmers and which to make explorers.

[0083] The results of farm work affect the growth of A-type rice grains. The outcome of farm work varies depending on the conditions under which it is performed. Players set the conditions for each farm work while considering the properties of A-type rice grains and the weather. The game's trial-and-error nature, repeated annually in rice cultivation, further deepens the enjoyment of research as players continue to improve rice. Furthermore, allowing players to relive the depth and fascination of rice cultivation within the game world is considered an effective way to convey the importance of rice.

[0084] In Game X, you can raise characters by cultivating rice and by taking on missions in exploration mode. You can enjoy the game by using characters suited to rice cultivation to grow rice, and then using that rice to raise characters suited to exploration. Alternatively, you can enjoy the division of labor by having characters suited to exploration acquire new rice seeds, and then having characters suited to rice cultivation grow those newly acquired seeds.

[0085] The rice cultivation mode and exploration mode are executed in parallel. After making various settings before the rice cultivation process (S10 to S16 in Figure 14), the player eagerly awaits the passage of the 6-hour cultivation period. Meanwhile, during the cultivation period, the player can enjoy Game X through actively participating in the exploration mode. Game X can simultaneously provide the enjoyment of action through exploration and the enjoyment of waiting through rice cultivation.

[0086] The present invention is not limited to the embodiments or modifications described above, and can be materialized by modifying the components without departing from the spirit of the invention. Various inventions may be formed by appropriately combining the multiple components disclosed in the embodiments and modifications described above. Furthermore, some components may be deleted from all the components shown in the embodiments and modifications described above.

[0087] Although the game system 200 has been described as being composed of multiple game terminals 102 and one game server 100, some of the functions of the game terminals 102 may be realized by the game server 100, and some of the functions of the game server 100 may be assigned to the game terminals 102. Furthermore, a third device other than the game terminals 102 and game server 100 may perform some of the functions of the game server 100 or the game terminals 102. In Figure 5, the collection of each function of the game terminals 102 and each function of the game server 100 can be broadly understood as a single "information processing device (game device)". How to distribute the multiple functions necessary to realize the present invention to one or more hardware devices should be determined in consideration of the processing capabilities of each hardware device and the specifications required for the game system 200.

[0088] [Modification] After the rice grower and the A seed rice are selected, the object management unit 152 may calculate an estimated value for the quality attribute value of the B seed rice after cultivation and notify the player of the estimated value. The object management unit 152 may also calculate the quality attribute value of the B seed rice by correcting this estimated value based on the results of the farm work, the weather, etc.

[0089] The object management unit 152 may provide advice to the player after the rice cultivation process is complete. For example, it may guide the player to do better next year's rice cultivation by providing information such as "there wasn't enough water in the summer," "the quality was reduced due to autumn pests," or "character C1, who was selected as the rice grower, was of little use in this rice cultivation."

[0090] In this embodiment, after selecting land, the environmental management unit 156 sets the weather for one year. The environmental management unit 156 can randomly set the weather based on selection probabilities that take into account the weather trends for each plot of land. The player can know the weather for one year before starting the rice cultivation process, and sets the execution conditions for farm work based on this. As a variation, the weather for one year may be kept secret. Alternatively, the weather for one year may be displayed as a "weather forecast," and the actual weather may be changed based on the forecast. For example, when the forecast is "sunny," the environmental management unit 156 may set the weather so that there is a 90% probability of "sunny," a 9% probability of "cloudy," and a 1% probability of "rainy." By informing the player of the weather forecast while leaving open the possibility of unexpected weather, the uncertainty of rice cultivation can be reproduced.

[0091] The environmental management unit 156 may randomly generate events such as typhoons, floods, insect infestations, cold damage, diseases, and rice theft as environmental attribute values, in addition to weather. For example, when a typhoon occurs, the water level may increase, while the overall quality attribute values ​​may decrease significantly with a predetermined probability. Also, depending on the rice variety, rice seeds may be set to be "resistant to typhoons," "weak against insect infestations," or "resistant to diseases."

[0092] Land attribute values ​​may be improved by chemicals such as fertilizers and pesticides. For example, providing potassium-containing fertilizer can increase the potassium content in the land attribute values. Fertilizer may also be an item provided when a mission is completed in exploration mode. Seedlings can be grown while changing the land condition by applying appropriate fertilizers according to the season.

[0093] A milling ratio may be set for the rice milling process. The degree to which the quality attribute values ​​of seed rice B influence the potential attribute values ​​of the rice may change depending on the milling ratio. For example, for seed rice T9, the higher the milling ratio, the more likely it is that the potential attribute value "ATK" will increase and the potential attribute value "DEF" will decrease. For seed rice T10, the higher the milling ratio, the more likely it is that the potential attribute value "HP" will increase, but when the milling ratio exceeds 70%, the potential attribute value "DEF" will begin to decrease.

[0094] In this embodiment, the base multiplier of a character was described as being fixed. As a variation, the base multiplier of a character may be variable. When a character levels up, the character management unit 154 may change the base multiplier of the character. Alternatively, when a character's number of participations in rice cultivation or exploration exceeds a predetermined threshold, the character management unit 154 may change the base multiplier of that character. In addition, when rice with special attributes is harvested, the base multiplier of the character who ate this rice may be increased.

[0095] Rice paddies may also be assigned levels. For example, by performing rice cultivation many times in a rice paddy in the Tohoku region, the rice paddy in Tohoku may level up, and its land attribute value may improve. Alternatively, if a rice paddy in Tohoku is used more often than rice paddies in other regions, in other words, if the land selection is biased towards Tohoku, the environmental management unit 156 may lower the land attribute value of the rice paddy in Tohoku. The level of a rice paddy may be set for each region, or it may be common to all regions.

[0096] The "method of developing objects by combining objects and fields" in this embodiment can be applied to games other than rice farming-themed games like Game X. For example, a baseball game could be conceivable where the growth of players (characters) changes depending on the combination of players and home stadiums (fields). For example, a small stadium could be good for developing home run hitters, a large stadium could be good for developing pitchers and fast outfielders, and a natural grass stadium could be good for developing regular players because injuries are less likely, and players who get playing time as a result tend to grow more. In such a baseball game, gathering and developing players suited to the characteristics of the home stadium would be key to strategy.

[0097] As an alternative example, in a combat game, one could consider a setting where characters tend to have higher scouting abilities when trained in a forest, and better basic physical strength when trained on flat ground. In such a game, players can enjoy the strategic challenge of planning training sessions, considering the characteristics of each character and determining where—forest, flat ground, coast, etc.—is most appropriate.

Claims

1. A game system comprising an object management unit that changes one or more of a plurality of first object attribute values ​​associated with a selected object based on a combination of an object selected from a plurality of objects and a field selected from a plurality of fields, wherein the change tendency of each of the plurality of first object attribute values ​​associated with the selected object differs depending on the selected field.

2. The game system according to claim 1, wherein the object is further associated with one or more second object attribute values, and the object management unit changes the influence of the selected field on the first object attribute value based on the one or more second object attribute values ​​associated with the selected object.

3. The game system according to claim 1, wherein one or more field attribute values ​​are associated with the field, and the object management unit changes a first object attribute value associated with the selected object according to the one or more field attribute values ​​associated with the selected field.

4. The game system according to claim 1, further comprising an environment management unit that changes environmental attribute values ​​according to the passage of time, wherein the object management unit changes a first object attribute value associated with the selected object based on the environmental attribute value.

5. The game system according to claim 4, wherein the trend of change in the environmental attribute value differs depending on the selected field.

6. The game system according to claim 1, wherein the object management unit further changes the first object attribute value associated with the selected object based on the character selected from a plurality of characters.

7. The game system according to claim 1, further comprising a task management unit that executes pre-set tasks during a training period set after the object and the field have been selected, wherein the object management unit changes a first object attribute value associated with the selected object according to the result of task execution during the training period.

8. The game system according to claim 7, wherein the training period includes a plurality of consecutive sub-periods, each of the plurality of sub-periods has one or more tasks set, the task management unit executes the one or more tasks based on the execution conditions for each task set by the player, and the object management unit changes the first object attribute value associated with the selected object according to the execution result of each task set for each sub-period.

9. The game system according to claim 8, further comprising an environment management unit that changes environmental attribute values ​​according to the passage of time, wherein the environment management unit changes environmental attribute values ​​for each partial period, and the task management unit changes the execution result of a task based on the environmental attribute values ​​and execution conditions.

10. The game system according to claim 1, further comprising a character management unit that changes one or more character attribute values ​​associated with a character, wherein the character management unit changes one or more character attribute values ​​associated with a character selected from a plurality of characters based on the first object attribute value after the change of the selected object.

11. The game system according to claim 10, wherein the character management unit adjusts the influence of the first object attribute value after the selected object has been changed on the character attribute value according to the level value of the selected character.

12. A game system comprising: a first game control unit that controls the progress of a first game in which an object is nurtured; and a second game control unit that controls the progress of a second game having predetermined gameplay based on the character attribute values ​​of one or more characters, wherein the first game control unit changes one or more of a plurality of first object attribute values ​​associated with the object to be nurtured based on the character attribute values ​​associated with the character for which the nurtured is performed and the field attribute values ​​associated with a field selected from a plurality of fields, and progresses the first game by changing the character attribute values ​​associated with the character to be nurtured selected from the plurality of characters by the changed first object attribute values; and the second game control unit controls the progress of the second game in parallel with the progress of the first game using characters other than the character for nurtured in the first game.

13. A game server comprising: a communication unit connected to one or more communication terminals via a communication network, which receives selections of objects and fields from the communication terminals; and an object management unit which changes one or more of a plurality of first object attribute values ​​associated with the selected object based on the combination of the selected object and the selected field, wherein the change trends of each of the plurality of first object attribute values ​​associated with the selected object differ depending on the selected field, and the communication unit transmits the changed first object attribute values ​​to the communication terminal.

14. A game server comprising: a first game control unit connected to one or more communication terminals via a communication network, which controls the progress of a first game in which an object is nurtured; a second game control unit which controls the progress of a second game having predetermined gameplay based on the character attribute values ​​of one or more characters; and a communication unit which receives player input from a communication terminal and transmits information indicating the execution results of the first game and the second game to the communication terminal, wherein the first game control unit changes one or more of a plurality of first object attribute values ​​associated with an object to be nurtured based on character attribute values ​​associated with a character for nurture execution and field attribute values ​​associated with a field selected from a plurality of fields, and progresses the first game by changing the character attribute value associated with the character to be nurtured selected from a plurality of characters by the changed first object attribute value, and the second game control unit controls the progress of the second game in parallel with the progress of the first game using characters other than the character for nurtured in the first game.

15. A game program that causes a computer to perform a function that changes one or more of a plurality of first object attribute values ​​associated with a selected object, based on a combination of an object selected from a plurality of objects and a field selected from a plurality of fields, wherein the change tendency of each of the plurality of first object attribute values ​​associated with the selected object differs depending on the selected field.

16. A game program that provides a function to advance a first game by changing one or more of a plurality of first object attribute values ​​associated with an object to be trained, based on character attribute values ​​associated with a character to be trained and field attribute values ​​associated with a field selected from a plurality of fields, and by changing the character attribute values ​​associated with the character to be trained selected from a plurality of characters by the changed first object attribute values; and a game program that controls the progress of a second game having predetermined gameplay using characters other than the character to be trained in the first game, in parallel with the progress of the first game.