WO2019230501A1 - Système de jeu, dispositif de commande de jeu et programme - Google Patents

Système de jeu, dispositif de commande de jeu et programme Download PDF

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Publication number
WO2019230501A1
WO2019230501A1 PCT/JP2019/020132 JP2019020132W WO2019230501A1 WO 2019230501 A1 WO2019230501 A1 WO 2019230501A1 JP 2019020132 W JP2019020132 W JP 2019020132W WO 2019230501 A1 WO2019230501 A1 WO 2019230501A1
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WO
WIPO (PCT)
Prior art keywords
game
character
rival
parameter data
absorption
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PCT/JP2019/020132
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English (en)
Japanese (ja)
Inventor
豊武 沖塩
三浦 陵介
西川 直樹
西野 誠人
藤井 稔
晃基 北山
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to KR1020207033648A priority Critical patent/KR102454620B1/ko
Priority to CN201980034258.4A priority patent/CN112165977A/zh
Publication of WO2019230501A1 publication Critical patent/WO2019230501A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a game system, a game control device, and a program.
  • a game that changes parameter data of a game object based on an option selected by a user from among a plurality of options is known.
  • a game in which parameter data of a game character is changed based on an option selected by the user from among a plurality of options related to actions to be performed by the game character is known.
  • the present invention has been made in view of the above problems, and an object of the present invention is to entertain a game that accepts a selection from a plurality of options and changes the parameter data of the game object based on the selected options. It is an object to provide a game system, a game control device, and a program that can improve the performance.
  • a game system is a game system that executes a game in which parameter data of a first game object is changed, and at least one of a plurality of options is 1 or An association means for associating a plurality of second game objects; a receiving means for accepting a selection from the plurality of options; and a first parameter of the first game object based on an option selected from the plurality of options.
  • First changing means for changing data, second changing means for changing second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option Based on the first parameter data and the second parameter data.
  • Increasing the degree of one of a change in the, and a change control means for reducing the extent of the other changes.
  • a game control device is a game control device that executes a game that changes parameter data of a first game object. At least one of a plurality of options includes one or more second game objects. The first parameter data of the first game object is changed based on the selection means selected from among the plurality of options Based on the first changing means, the second changing means for changing the second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option, One change of the first parameter data and the second parameter data Degree increases, and a change control means for reducing the extent of the other changes.
  • Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. It is a figure which shows an example of an absorption completion team image. It is a figure which shows an example of a capability improvement image. It is a figure which shows an example of a capability improvement image. It is a functional block diagram of the game system which concerns on embodiment of this invention. It is a figure which shows an example of rival team data. It is a figure which shows an example of rival player character data. It is a figure which shows an example of teammate character data. It is a figure which shows an example of the training condition data.
  • FIG. 1 shows a configuration of a game system according to an embodiment of the present invention.
  • the game system 1 according to the present embodiment includes a game terminal 10 and a server 30.
  • the game terminals 10 can perform data communication with each other via the server 30 and the network N.
  • the game terminal 10 is a computer used by a user to play a game.
  • the game terminal 10 includes a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, a laptop computer, a home game machine (stationary game machine), and a portable game machine.
  • a mobile phone including a smartphone
  • a portable information terminal including a tablet computer
  • desktop computer including a laptop computer
  • laptop computer including a home game machine (stationary game machine)
  • a portable game machine installed in a play facility or the like.
  • the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and an audio output unit 16.
  • the control unit 11 includes at least one microprocessor (CPU), and executes processing according to a program stored in the storage unit 12.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data.
  • the communication unit 13 is for data communication with other devices via the network N.
  • the operation unit 14 is for the user to perform various operations.
  • the display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are separately illustrated in FIG. 1, the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not essential to integrally configure the operation unit 14 and the display unit 15 as a touch panel.
  • the operation unit 14 may be a button (key), a lever (stick), a touch pad (trackpad), a mouse, or the like.
  • the display unit 15 may be provided separately. Further, the operation unit 14 may be for the user to perform an operation by voice or gesture.
  • the audio output unit 16 is for outputting audio data, and is, for example, a speaker or headphones.
  • the operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself or may be provided as an external device connected to the game terminal 10.
  • the server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.
  • the control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10.
  • Server 30 can access database 34.
  • the database 34 may be built in the server 30, or may be built in a server computer different from the server 30.
  • the program and data are supplied to the game terminal 10 or the server 30 from a remote location via the network N and stored in the storage unit 12 or the storage unit 32.
  • the game terminal 10 or the server 30 may include a component (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card).
  • a program and data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
  • the game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
  • a game is executed by executing a program on the game terminal 10.
  • the game may be executed by the game terminal 10 alone, or may be executed by performing data communication between the game terminal 10 and the server 30.
  • the game system 1 can execute various games. For example, various games and genres such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games It is possible to execute a simple game.
  • sports games games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.
  • adventure games simulation games, role-playing games, or training games It is possible to execute a simple game.
  • a game in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options will be described.
  • a baseball game having a game part that changes parameter data of a game character based on an option selected by the user from among a plurality of options related to actions to be performed by a game character that is a baseball player will be described.
  • the baseball game described here has a training part and a fighting part.
  • the training part is a game part in which a user trains a game character and creates an original game character for himself.
  • the battle part is a game part in which a user battles with the opponent team using a team that is organized using the original character created by the training part.
  • the user trains the game character (hereinafter referred to as “the main character”) while practicing the scenario, trains the main character, and creates his own original character.
  • the hero character belongs to a high school baseball club, participates in a baseball tournament while practicing with teammates, and aims to be scouted as a professional baseball player in the fall of the third year of high school
  • the scenario is executed.
  • FIG. 2 shows an example of a detailed image showing detailed information of the original character (hero character).
  • the detailed image G100 includes parts P110 and P120.
  • “parts” are elements constituting an image, such as text, an image, or a region.
  • Part P110 shows an image of the original character
  • part P120 shows the name (X), position (first base), batting form (open stance 5), and dominant arm (right throwing right strike) of the original character.
  • Part P130 indicates the basic ability parameter of the original character.
  • the trajectory, meat, power, running force, shoulder strength, defense strength, and ball catching parameters are shown, and numerical values and alphabets are shown for each basic ability parameter.
  • the numerical value indicates the value of the basic ability parameter
  • the alphabet (for example, S, A, B, C, D, E, F, G) indicates the level (stage) of the basic ability. “S” indicates that the basic ability is very high, and “G” indicates that the basic ability is very low.
  • the ballistic parameter indicates how high the original character hits the ball. The higher the value of the ballistic parameter, the higher the hit ball.
  • the meet parameter indicates the meet power of the original character (ability to hit the bat against the ball thrown by the pitcher). The higher the meet parameter value, the higher the meet force.
  • the power parameter indicates the power of the original character (the ability to fly away by hitting the ball thrown by the pitcher with a bat). The higher the power parameter value, the easier the ball hit by the original character with the bat flies away.
  • the running parameter indicates the speed of the original character's feet. The higher the value of the running force parameter, the faster the foot.
  • the shoulder strength parameter indicates the speed at which the original character is thrown. The higher the shoulder force parameter value, the faster the pitching.
  • the defensive power parameter indicates the defensive skill of the original character. The higher the defensive power parameter value, the better the defense.
  • the catching parameter indicates the skill of catching the original character. The higher the value of the catching parameter, the better the catching (it is harder to error).
  • Part P140 shows the special ability acquired by the original character.
  • “chance ⁇ ”, “left pitcher ⁇ ”, “stealing ⁇ ”, and “injury difficulty ⁇ ” are shown as special abilities.
  • “ ⁇ ” and “ ⁇ ” indicate the level of special ability, and “ ⁇ ” indicates that the level of special ability is higher than “ ⁇ ”.
  • “Chance ⁇ ” is a special ability that is strong in chance. If the original character has acquired “Chance ⁇ ”, the basic ability of the original character increases during the chance. “To the left pitcher ⁇ ” is a special ability that is strong against the left pitcher. If the original character has acquired “left pitcher ⁇ ”, the basic ability of the original character increases when the opponent's pitcher is the left pitcher. “Stolen ⁇ ” is a special ability that makes it easy to succeed in stealing. If the original character has acquired “Stolen ⁇ ”, the original character is likely to succeed in stealing. “Injury difficulty ⁇ ” is a special ability that makes it difficult to get hurt. If the original character has acquired “Difficult to hurt ⁇ ”, the original character will not be easily injured.
  • FIG. 2 shows the case where the original character is a fielder, basic abilities and special abilities relating to the fielder are displayed.
  • the original character is a pitcher, basic abilities and special abilities related to the pitcher are displayed.
  • the event that occurs in the scenario is not fixed, and the event that occurs in the scenario changes according to one or more game characters incorporated in the event deck. That is, in the scenario, a game character incorporated in the event deck appears as a teammate of the main character, and an event related to the game character occurs. For this reason, the user can select an event that can occur in the scenario by selecting a game character to be incorporated into the event deck.
  • a game character that can be incorporated into an event deck is referred to as an “event character”.
  • FIG. 3 shows an example of a setting image for the user to set an event deck.
  • the setting image G200 includes parts P210 and P220.
  • Part P210 indicates the name of the event deck.
  • the part P220 is associated with a process for displaying an image for changing the name of the event deck.
  • a tap operation touchscreening operation for a short time
  • an image for changing the name of the event deck is displayed on display unit 15. You can change the name of the event deck.
  • the setting image G200 includes an event deck area A230.
  • the event deck area A230 is provided with six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 for setting event characters that are members of the event deck. .
  • a plurality of event characters are given to the user.
  • the user can obtain an event character by lottery, obtain an event character as a reward in the game, or obtain an event character from another user.
  • the user can arbitrarily incorporate up to five event characters from the event characters owned by the user into the event deck.
  • Setting frames P231-1 to P231-5 are frames for setting event characters owned by the user as members of the event deck.
  • an event character owned by another user can be incorporated into the event deck as an assistant.
  • the setting frame P232 is a frame for setting event characters owned by other users as members of the event deck.
  • the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 include the event character image set in the setting frame, the rarity, level, and absorption type of the event character. Is displayed. For example, in the part P231-1, “R”, “Lv.8”, and “muscle strength” are displayed as the rarity, the level, and the absorption type, respectively.
  • “Rareness” indicates, for example, difficulty in obtaining an event character. The higher the event character's rarity, the more difficult it is to obtain the event character. For example, one of a plurality of rarities of PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal) is associated with each event character. When these are arranged in order from the highest, they become PSR, SR, PR, R, PN, N.
  • Level indicates the level of the event character. The higher the level of the event character, the stronger the effect of the event generated by the event character. The “absorption type” will be described later.
  • the setting image G200 includes a part P240.
  • the part P240 is associated with a process for automatically setting an event deck according to a user's request. When the user selects part P240, an appropriate event character is selected by the computer and incorporated into the event deck.
  • the setting image G200 includes a part P250.
  • Part P250 shows a good practice of the event character incorporated in the event deck.
  • One of these exercises is set as a good practice for each event character.
  • “Strength”, “Running”, “Shoulder” and “Defensive” are practice items related to fielders
  • “Ball speed”, “Control”, “Stamina” and “Change ball” are practice items related to pitchers.
  • “Mental” is a practice item for both fielders and pitchers.
  • FIG. 3 among the 10 types of exercises, “Strike”, “Strength”, “Strike” and “Shoulder”, which are not associated with a cross mark, are the best practices for event characters incorporated in the event deck. Indicates that it is set.
  • a numerical value (2) is displayed in association with each of “muscle strength” and “shoulder strength”. This includes two event characters with “muscular strength” set as good practice among the event characters incorporated in the event deck, and two event characters with “shoulder strength” set as good practice. Indicates that the person is included.
  • the scenario starts.
  • the hero character belongs to a high school baseball club, wins a regular while practicing with teammates, participates in matches (local qualifying tournaments and national tournaments), and becomes a professional baseball player
  • matches local qualifying tournaments and national tournaments
  • the event character that is built into the event deck appears in the scenario.
  • an event character incorporated in the event deck appears as a teammate (player or manager) of the main character.
  • predetermined game characters for example, one director, one scout, and seven teammates
  • these game characters appear in the game even if they are not incorporated into the event deck.
  • the event character incorporated in the event deck can be said to be a game character added as a character.
  • the scenario proceeds by repeatedly selecting an action (practice, rest, play, etc.) that the user performs on the main character.
  • the scenario consists of multiple turns. For example, one turn corresponds to one week in the game. Each time a turn is completed, the scenario progresses by the virtual time in the game progressing for one week. One turn may correspond to one day in the game.
  • the user selects one of a plurality of options related to the action of the hero character as an action to be performed by the hero character.
  • FIG. 4 shows an example of a main command image for selecting an action to be performed by the main character.
  • the main command image G300 includes parts P310, P320, and P330.
  • Part P310 indicates a time point in the game.
  • Part P320 shows the motivation parameter of the main character.
  • the motivation parameter is a parameter indicating the motivation (tone) of the main character.
  • the hero character's motivation is expressed in five levels: “good”, “good”, “normal”, “bad”, and “bad”.
  • text such as “excellent” is displayed as the part P320, but an image (face image or the like) indicating the level of motivation may be displayed as the part P320.
  • Part P330 is a gauge image showing the physical strength parameters of the main character. For example, when the hero character practices, the value of the physical strength parameter decreases, and when the hero character rests from practice, the value of the physical strength parameter increases (recovers). When the value of the physical strength parameter is lowered, the probability that the main character is injured during practice increases.
  • the main command image G300 includes a part P340.
  • the part P340 indicates the name (X), position (first base), dominant arm (right), and basic ability parameters (ballistic, meat, power, running power, shoulder power, and defensive power parameters) of the main character.
  • command area A350 includes parts P351, P352, P353, P354, P355, P356, and P357.
  • the parts P351 to P356 will be described, and the part P357 will be described later.
  • the part P351 is associated with processing for causing the hero character to practice, and the user can cause the hero character to practice by selecting the part P351. Details will be described later (see FIG. 5 and the like).
  • the part P352 is associated with a process for resting the hero character, and the user can rest the hero character by selecting the part P352.
  • the physical strength parameter of the hero character increases (recovers).
  • the part P353 is associated with the process of visiting the hero character, and the user can visit the hero character by selecting the part P353. For example, when the hero character gets sick or injured, the hero character can be cured to cure the illness or injury. Note that there may be cases where the hero character's illness or injury cannot be cured in one hospital visit. In such a case, in order to cure the hero character's illness or injury, it is necessary to visit the hero character multiple times.
  • the part P354 is associated with a process for playing the hero character, and the user can play the hero character by selecting the part P354. Playing the hero character increases the motivation parameter of the hero character.
  • the part P355 is associated with a process for causing the hero character to perform a date, and the user can cause the hero character to perform a date by selecting the part P355.
  • the motivation parameter of the hero character may increase or decrease.
  • the part P356 is associated with processing for improving the ability of the main character, and the user can improve the ability of the main character by selecting the part P356. Details will be described later (see FIGS. 26A and 26B).
  • FIG. 5 shows an example of a practice command image for causing the main character to practice.
  • the practice command image G400 shown in FIG. 5 is displayed on the display unit 15 when the part P351 of the main command image G300 is selected.
  • the practice command image G400 includes parts P410, P420, and P430.
  • Parts P410, P420, and P430 are the same as parts P310, P320, and P330 of the main command image G300.
  • the practice command image G400 includes a command area A440.
  • the command area A440 includes parts P441, P442, P443, P444, P445, and P446 respectively corresponding to a plurality of practice items.
  • a level is set for each practice item, and the name and level of the associated practice item are displayed on each of the parts P441 to P446.
  • the level of the practice item increases when the number of times that the practice has been performed reaches a predetermined number.
  • the part P441 is associated with a process for causing the hero character to perform a batting practice.
  • the part P442 is associated with a process for causing the main character to execute strength training.
  • the part P443 is associated with a process for causing the hero character to perform a running practice.
  • the part P444 is associated with processing for causing the main character to execute shoulder strength practice.
  • the part P445 is associated with processing for causing the hero character to perform defensive practice.
  • the part P446 is associated with processing for causing the main character to execute mental practice.
  • FIG. 5 shows the case where the main character is a fielder, so parts P441 to P446 associated with processing for executing practice items related to the fielder are displayed. However, when the main character is a pitcher, Displays a part associated with a process for executing a practice item related to a pitcher.
  • the hero character wants to execute scribble practice
  • the user selects a part P443 corresponding to the scold practice.
  • the part P443 is temporarily selected.
  • the part P443 is distinguished from the other parts P441, P442, P444 to P446, and it is shown that the part P443 is temporarily selected.
  • the position of the part P443 in the vertical direction of the screen is different from the other parts P441, P442, P444 to P446, and the part P447 corresponding to the cursor is associated with the part P443.
  • a part P448 indicating the probability of injury during practice is displayed in association with the part P443. This probability is determined based on the value of the physical strength parameter of the main character. The smaller the value of the hero character's physical strength parameter, the higher the probability of injury during practice.
  • the practice command image G400 includes a part P450.
  • Part P450 indicates the experience point of the hero character (that is, the experience point that the hero character currently has).
  • five types of experience points are set, such as muscle strength, agility, technology, a changing ball, and a mental point.
  • FIG. 5 shows a case where the hero character's muscle strength, agility, technology, change ball, and mental point are each 0 points.
  • FIG. 6 shows an example of the practice effect data D101.
  • the practice effect data D101 indicates effect information for each practice item. That is, the practice effect data D101 indicates, for each practice item, the types of experience points that increase with each practice and the amount of increase.
  • the practice effect data D101 includes “practice ID”, “name”, and “effect” fields.
  • the “practice ID” field indicates identification information for uniquely identifying each practice item.
  • the “name” field indicates the name of the practice item.
  • the “Effect” field indicates effect information. As shown in FIG. 6, the “effect” field includes “Lv.1”, “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields as subfields. .
  • the “Lv. 1” field indicates the content of the effect that occurs when level 1 practice is performed. In other words, the “Lv.1” field indicates how much experience points of muscle strength, agility, skill, change ball, and mental points increase when level 1 practice is performed. For example, “muscle strength + 2” indicates that the strength point is increased by two points.
  • the “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields are the same as the “Lv.1” field.
  • muscle strength and agility points increase when running exercise is performed.
  • muscle strength, skill, and mental points increase.
  • the practice command image G400 includes a teammate area A460.
  • the teammate area A460 shows information such as teammate characters assigned to the temporarily selected practice (running practice).
  • a teammate character, a director character, a scout character, or the like is assigned to each practice item, and a game character other than the protagonist character is directed to practice or observe any of the practice characters.
  • teammate characters assigned to the temporarily selected practice items are displayed. Team mate characters assigned to each practice item change from turn to turn.
  • Part P461-1 shows the image and name (T1) of teammate character T1.
  • the part P461-1 includes a part P462-1 corresponding to the gauge image.
  • Part P462-1 shows the evaluation of the teammate character T1 with respect to the main character. The longer the gauge (in the example shown in FIG. 5, the shaded portion) in the part P462-1, the higher the evaluation of the teammate character T1 with respect to the main character.
  • the part P461-1 includes parts P463-1 and P464-1.
  • Part P463-1 shows the best practice (running practice) of the teammate character T1
  • part P464-1 shows the absorption type (muscle strength) of the teammate character T1. The absorption type will be described later.
  • Parts P461-2 and P461-3 are the same as parts P461-1. Parts P462-2 and P462-3 included in parts P461-2 and P461-3 are the same as parts P462-1, and P463-2 and P464-2 included in parts P461-2 are also parts P463-1 and P464. Same as -1.
  • the good practice and absorption type are displayed only when the teammate character is an event character incorporated in the event deck. Since the part P461-3 corresponds to the teammate character T10 other than the event character, the part P461-3 does not include parts corresponding to the parts P463-1 and P464-1.
  • the good practice (running practice) of the teammate character T1 shown in the part P463-1 matches the practice (skating practice) temporarily selected.
  • the teammate character T1 (event character) set as the practice for good practice is assigned to the practice.
  • a predetermined standard for example, if the evaluation is the maximum value
  • special tag training event When a special tag training event occurs, the amount of experience points increases compared to the normal case.
  • the teammate character T1 is assigned to the same practice item as his / her best practice, but the teammate character is not necessarily assigned to the same practice item as his / her best practice and is different from his / her best practice.
  • the practice command image G400 includes a part P470.
  • the player character (rival player character) of the investigated rival team is set as the absorption target, and the experience points or special abilities are acquired from the rival player character set as the absorption target. It is designed to absorb (acquire) tips.
  • Part P470 is a part related to such an absorption function.
  • rival teams RA, RB, RC, RD, RE, RF, and RG there are seven rival teams RA, RB, RC, RD, RE, RF, and RG as shown below, and the following four rival player characters belong to each rival team. Assuming that However, the number of rival teams and the number of rival player characters belonging to the rival team are not limited to the following examples. The number of rival player characters belonging to the rival team may be different for each rival team.
  • Rival Team RA Rival Player Characters RA1, RA2, RA3, RA4
  • Rival Team RB Rival Player Characters RB1, RB2, RB3, RB4
  • Rival Team RC Rival Player Characters RC1, RC2, RC3, RC4
  • Rival Team RD Rival Player Characters RD1, RD2, RD3, RD4
  • Rival Team RE Rival Player Characters RE1, RE2, RE3, RE4
  • Rival Team RF Rival Player Characters RF1, RF2, RF3, RF4)
  • Rival Team RG Rival Player Characters RG1, RG2, RG3, RG4
  • a rival team is assigned to each practice item as a survey target or absorption target.
  • the rival team assigned to each practice item is determined (randomly) based on the probability information.
  • FIG. 7 shows an example of assignment of teammate characters and rival teams to each practice item.
  • the rival team is assigned to each practice item as a survey target, and the absorption target is not assigned to any practice item.
  • the absorption target is not assigned to any exercise item.
  • the rival team assigned to each practice item is determined for each turn, and the rival team assigned to each practice item changes for each turn.
  • a plurality of rival teams are not assigned to one practice item in one turn.
  • one rival team is not assigned to a plurality of practice items in one turn.
  • Part P470 indicates information on the survey target assigned to the temporarily selected practice.
  • scout practice is provisionally selected, and rival team RA is assigned to the scout practice as an investigation target, so part P470 shows information on rival team RA.
  • part P470 shows the name of rival team RA.
  • the part P470 includes parts P471-1, P471-2, P471-3, and P471-4 corresponding to the four rival player characters RA1, RA2, RA3, and RA4 belonging to the rival team RA, respectively.
  • Part P471-1 shows the image and name of rival player character RA1. Further, the part P471-1 is associated with a process for displaying detailed information of the rival player character RA 1 (for example, special abilities acquired by the rival player character RA 1) on the display unit 15. Therefore, when the part P471-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15. Parts P471-2, P471-3, and P471-4 are the same as parts P471-1.
  • the practice item is determined as an execution target (a practice item to be executed by the main character). For example, when the user further selects a part P443 in a state where the practice is temporarily selected (that is, the part P447 points to the part P443 corresponding to the practice), the practice is determined as an execution target.
  • the main character will practice the practice item.
  • the experience point of the hero character increases based on the practice item executed (see FIG. 6). For example, when level 1 scouting practice is executed, the hero character's strength points increase by 2 points and the agility points increase by 8 points.
  • rival team RA is assigned to practice as a survey target.
  • two teammate characters T1 and T2 which are event characters are included in the teammate characters T1, T2 and T10 assigned to the scolding practice. For this reason, when the running practice is determined as an execution target, the rival team RA is investigated by the two teammate characters T1 and T2.
  • the first mate player character RA1 of the rival team RA is captured as an absorption target by the first team mate character T1 who has performed the survey, and the second team mate who has performed the survey.
  • the character T2 captures the second rival player character RA2 of the rival team RA as an absorption target.
  • the absorption target type of the rival player character RA1 is set based on the absorption type of the teammate character T1.
  • the absorption target type of the rival player character RA2 is set based on the absorption type of the teammate character T2. For example, since the absorption type of the teammate character T1 is “muscle strength” (part P464-1), the absorption target type of the rival player character RA1 is set to “muscle strength”. Further, since the absorption type of the team mate character T2 is “agility” (part P464-2), the absorption target type of the rival player character RA2 is set to “agility”.
  • the hero character absorbs (acquires) the types of experience points corresponding to the absorption target type of the rival player character from the absorption target rival player character.
  • the absorption target type of the rival player character RA1 is set to “muscle strength”
  • the absorption target type of the rival player character RA2 is set to “agility”
  • the hero character receives a strength point from the rival player character RA1.
  • the “absorption target type” indicates what kind of experience points can be absorbed (acquired) from the rival player character of the absorption target.
  • the “absorption type” of the teammate character indicates which of the absorption target types of the rival player character captured by the teammate character is set.
  • “Absorption target type” and “Absorption type” are "muscle strength”, “agility”, “technology”, “change” corresponding to each of five types of experience points (muscle strength, agility, technology, change ball and mental point) Either “sphere” or “spirit” is set.
  • the selection of the practice item to be executed is performed by selecting the rival team as an investigation target, the number of rival player characters to be captured as an absorption target from the rival team, and the absorption target type. Since this corresponds to the operation to specify, the user can see not only the effect of the practice item but also the number of event characters assigned to the practice item, the absorption type, and the practice while looking at the teammate area A460 and the part P470. It is necessary to select the practice item to be executed in consideration of the rival team assigned to the item as the survey target.
  • the rival player character is captured as the absorption target in accordance with a predetermined order (for example, ascending order of ID) from the rival team.
  • the rival player character captured as the absorption target is It may be determined (randomly) based on probability information from the rival teams.
  • the survey for the rival team of the survey target may be executed by a team character other than the event character. That is, rival player characters of the number corresponding to the number of teammate characters (including those other than event characters) assigned to practice items determined as execution targets are captured as absorption targets from the rival teams of the survey target. Also good.
  • FIG. 8 shows an example of a practice result image.
  • the practice result image G500 includes parts P510, P520, and P530. Parts P510, P520, and P530 are the same as parts P310, P320, and P330 of the main command image G300. However, the gauge in the part P530 is shorter than that in FIGS.
  • the practice result image G500 includes a part P540 showing the practice result of the main character.
  • Part P540 includes text indicating changes in various parameters due to the execution of practice by the main character.
  • FIG. 8 shows a case where the hero character performs level 1 practice.
  • Part P541-1 indicating that the hero character has increased muscular strength points by 2 points, increased agility points by 8 points, and decreased stamina parameters by 25 points as a result of performing skating exercises.
  • Part P541-2 indicating that the evaluation of the main character of the teammate characters T1, T2, and T10 assigned to the practice is increased by 7 points, and (c) other teammate characters and manager characters.
  • part P541-3 indicating that the evaluation of the main character of the scout character has increased by 1 point
  • part P541-4 indicating that rival player characters RA1 and RA2 of rival team RA have been captured as absorption targets Is included in the part P540.
  • FIG. 9 shows an example of assignment of teammate characters and rival teams to each practice item in the next turn.
  • FIG. 10 shows an example of the practice command image G400 in this turn.
  • rival player characters RA1 and RA2 of the rival team RA are assigned to muscle exercise as absorption targets.
  • rival player characters belonging to the same rival team are assigned to the same practice item.
  • the numerical values in parentheses displayed below the rival player characters RA1 and RA2 indicate the remaining absorbable amounts from the rival player characters RA1 and RA2 set as the absorption target.
  • the total amount of experience points that can be absorbed from the rival player character set as the absorption target (hereinafter referred to as “absorbable total amount”) is set.
  • the total absorbable amount is set based on the number of rival player characters set as absorption targets (hereinafter referred to as “absorption target number”).
  • FIG. 11 shows an example of the absorbable total amount data D102 indicating the correspondence between the number of absorption targets and the absorbable total amount.
  • the total absorbable amount increases.
  • the total absorbable amount when the number of absorption targets is “1” is set to “30 points”
  • the total absorbable amount when the number of absorption targets is “2” is set to “90 points”.
  • the total absorbable amount is set to be tripled.
  • the total absorbable amount is set to m times (n ⁇ m).
  • the present embodiment it is possible to absorb (acquire) the maximum amount of experience points corresponding to the total absorbable amount from the rival player character of the absorption target.
  • the “absorbable remaining amount” indicates the remaining amount of experience points that can be absorbed from the rival player character of the absorption target. In the turn immediately after the rival player character is set as the absorption target, the remaining absorbable amount becomes equal to the total absorbable amount.
  • the total absorbable amount is set to 90 points (see FIG. 11), and therefore, the absorbable remaining amount is 90 points (absorbable total amount) in FIG. ing.
  • the absorption target is not assigned to each practice item other than the muscular strength practice.
  • a target is assigned.
  • the rival team RB is assigned to the batting practice as the investigation target
  • the rival team RC is assigned to the running practice as the investigation target
  • the rival team RD is assigned to the shoulder practice as the investigation target
  • the target is assigned to defensive practice
  • the rival team RF is assigned as the research target to mental practice.
  • rival teams assigned to practice items as survey targets are determined (randomly) based on probability information for each turn.
  • muscular strength practice is provisionally selected. Since teammate characters T11 and T12 are assigned to the muscular strength practice (see FIG. 9), in FIG. 10, parts P461-4 and P461-5 corresponding to the teammate characters T11 and T12 respectively are in the teammate area A460. include. Parts P461-4 and P461-5 are the same as parts P461-3 in FIG. 5, and parts P462-4 and P462-5 included in parts P461-4 and P461-5 are the same as parts P462-3 in FIG. It is.
  • a part P480 indicating information on the absorption target assigned to the temporarily selected exercise item is displayed.
  • 9 and 10 rival player characters RA1 and RA2 of the rival team RA are assigned to the muscle strength exercise as absorption targets. Therefore, when strength exercise is temporarily selected, as shown in FIG. A part P480 indicating information on rival player characters RA1 and RA2 of team RA is displayed.
  • Parts P480 indicate the name of the rival team RA.
  • Parts P480 include parts P481-1 and P481-2 respectively corresponding to two rival player characters RA1 and RA2 set as absorption targets among the rival player characters RA1 to RA4 belonging to the rival team RA. Contains.
  • Part P481-1 indicates the absorption target type (muscle strength) of the rival player character RA1 together with the image and name of the rival player character RA1.
  • the absorption target type of the rival player character RA1 indicates the kind of experience points absorbed (acquired) from the rival player character RA1
  • the absorption target type of the rival player character RA1 is the rival player character RA1. It is determined based on the absorption type of the teammate character investigated (captured).
  • the part P481-1 is associated with a process for causing the display unit 15 to display detailed information of the rival player character RA1 (for example, special abilities acquired by the rival player character RA1). For this reason, when the part P481-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15.
  • Part P481-2 is similar to part P481-1.
  • the part P480 includes a part P482 corresponding to the gauge image.
  • Part P482 indicates the remaining absorbable amount from the rival player characters RA1 and RA2 that are the absorption targets. The longer the gauge in the part P482 (in the example illustrated in FIG. 10, the part obtained by adding the hatched part and the blacked-out part) indicates that the remaining amount of absorption is larger.
  • the hero character is directed to absorb (acquire) experience points from the rival player characters RA1 and RA2, and the rival player character RA1 is obtained by the acquired amount. Absorbable remaining amount from RA2 decreases.
  • the part filled in black in part P482 indicates how much the remaining amount of absorption can be reduced by executing strength exercise, and the shaded portion indicates strength exercise Indicates the remaining amount of water that can be absorbed after. For this reason, the user refers to the part P482 to see how much the absorbable remaining amount is reduced by executing the temporarily selected practice item, and after the temporarily selected practice item is executed. It is possible to know in advance how much water can be absorbed.
  • the rival player character of the rival team RA assigned to the strength exercise As an absorption target It is produced so that the main character absorbs (acquires) the experience points from RA1 and RA2.
  • the hero character obtains from the rival player character RA1 experience points (muscle strength points) of a kind corresponding to the absorption target type (muscle strength) of the rival player character RA1, and the absorption target type (agility) of the rival player character RA2.
  • the type of experience point (agility point) is obtained from the rival player character RA2.
  • the amount of absorption is determined based on the number of teammate characters assigned to the muscular strength practice.
  • FIG. 12 shows an example of the absorption amount data D103 indicating the correspondence between the number of teammate characters (hereinafter referred to as “number of teammates”) and the absorption amount.
  • number of teammates the number of teammate characters
  • the amount of absorption increases as the number of teammates increases. 9 and 10, two teammate characters T11 and T12 are assigned to strength training, and in FIG. 12, the amount of absorption when the number of teammates is “2” is set to “9 points”. Therefore, the absorption amount is set to 9 points.
  • the main character is rendered to acquire 9 points of strength points from the rival player character RA1 and to acquire 9 points of agility points from the rival player character RA2.
  • the amount of increase in strength and agility points when a level 1 strength exercise is executed is 8 points and 0 points, respectively (see FIG. 6), but as described above, the main character is a strength point from the rival player character RA1. 9 points and 9 points of agility points are acquired from the rival player character RA2. In FIG. 10, “+ 8 + 9” and “+ 0 + 9” are displayed in association with the strength and agility points in the part P450, respectively. Yes. In this case, the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by 18 points. Therefore, the length of the blacked out part of the part P482 corresponds to 18 points. .
  • FIG. 13 shows an example of a practice result image G500 displayed on the display unit 15 when the strength exercise is determined as an execution target in the turns shown in FIGS. 9 and 10 (that is, when the main character performs the strength exercise). Show.
  • the hero character performs strength exercises, and the hero character receives experience points (muscle strength points) from the rival player characters RA1 and RA2. , Agility points), muscle points increased by 17 points, agility points increased by 9 points, mental points increased by 2 points, and health parameter decreased by 25 points, part P542-1.
  • FIG. 14 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the practice result image G500 shown in FIG. 13 is displayed.
  • the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item.
  • the rival player characters RA1 and RA2 of the rival team RA are assigned as absorption targets for the batting practice.
  • the previous practice item assigned as an absorption target also changes (randomly) based on the probability information for each turn.
  • the rival team RC is assigned to the strength exercise as the survey target
  • the rival team RD is assigned to the running exercise as the survey target
  • the rival team RE is assigned to the shoulder exercise as the survey target
  • the rival team RG investigates.
  • the target is assigned to the defensive practice
  • the rival team RB is assigned to the mental practice as the investigation target.
  • the rival team RB is assigned as the investigation target for the mental practice, and three teammate characters T3 among the teammate characters T3, T4, T6, and T13 assigned for the mental practice.
  • T4, and T6 are event characters, for example, when mental practice is selected as the execution target, the teammate characters T3, T4, and T6 investigate the rival team RB.
  • the first teammate character T3 who has performed the survey captures (sets) the first rival player character RB1 of the rival team RB as an absorption target, and performs the second survey.
  • the second rival player character RB2 of the rival team RB is captured (set) by the third teammate character T6 and the rival team RB is executed by the third teammate character T6 who has conducted the survey.
  • the third rival player character RB3 is captured (set) as an absorption target.
  • the rival player character captured by the teammate characters T3, T4, and T6 may be determined (randomly) based on the probability information from the rival team RB.
  • the absorption target type of the rival player character RB1 is set to “technology”.
  • the absorption target type of the rival player character RB2 is set to “spirit”.
  • the absorption target type of the rival player character RB3 is set to “technology”. In this case, since the number of absorption targets is “3”, the total absorbable amount from the rival player characters RB1 to RB3 is set to 180 points (see FIG. 11).
  • FIG. 15 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is selected as the execution target in the turn shown in FIG.
  • the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item.
  • rival player characters RA1 and RA2 are assigned to the mental practice as absorption targets.
  • the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by a predetermined amount.
  • the rival player characters RB1 to RB3 of the rival team RB are also set as absorption targets
  • the rival player characters RB1 to RB3 are also assigned to any practice item as an absorption target.
  • rival player characters of different rival teams are not assigned to the same practice item.
  • rival player characters RB1 to RB3 are assigned to the defensive practice as absorption targets.
  • an absorption target is not assigned to each practice item other than mental practice and defensive practice, and a survey target is assigned.
  • rival team RG is assigned as a research target for batting practice
  • rival team RC is assigned as a research target for strength practice
  • rival team RF is assigned as a research target for running practice
  • rival team RD is the research target.
  • shoulder strength practice is assigned to each practice item other than mental practice and defensive practice.
  • FIG. 16 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
  • the rival player characters RA1 and RA2 of the rival team RA are assigned to the running practice as an absorption target, and the remaining absorbable amount from the rival player characters RA1 and RA2 is 3 points.
  • teammate characters T1, T3, and T13 are assigned to practice running.
  • FIG. 17 shows an example of the practice command image G400 for this turn.
  • the practice of scolding is provisionally selected. Since teammate characters T1, T3, and T13 are assigned to the scouting practice, parts P461-1, P461-6, and P461 corresponding to the teammate characters T1, T3, and T13, respectively, are assigned to the teammate area A460. 7 is included.
  • Part P461-1 is the same as part P461-1 in FIG.
  • the part P461-6 is the same as the part P461-1, and the parts P462-6, P463-6, and P464-6 included in the part P461-6 are the same as the parts P462-1, P463-1, and P464-1.
  • the part P461-7 is the same as the part P461-3 in FIG. 5, and the part P462-7 included in the part P461-7 is the same as the part P462-3 in FIG.
  • the temporarily selected practice item matches the best practice (running practice) of the teammate character T1 assigned to the practice item.
  • the gauge in the part P462-1 is extended to the maximum, and the evaluation of the teammate character T1 with respect to the main character is the maximum value.
  • a special tag training event occurs when the practice is determined as an execution target in such a state. Normally, when level 1 scouting exercises are performed, strength points increase by 2 points and agility points increase by 8 points (see Figure 6), but when a special tag training event occurs, An experience point that is twice the experience point is given to the main character. That is, the strength point is increased by 4 points, and the agility point is increased by 16 points. Therefore, in FIG. 17, “+4” and “+16” are displayed in association with the muscular strength and the agility point in the part P450, respectively.
  • the amount of absorption is determined so that the amount exceeding the absorbable remaining amount is doubled. 16 and 17, the absorbable remaining amount (x) is 3 points and the original absorbed amount (y) is 15 points, so the absorbed amount (z) is determined to be 27 points. For this reason, when the running practice is determined as an execution target in the turns shown in FIGS. 16 and 17, the main character absorbs (acquires) 27 points of strength points from the rival player character RA1 and obtains agility points from the rival player character RA2. 27 points will be absorbed (acquired). Therefore, in FIG. 17, “+27” is displayed in association with the muscular strength and the agility point in the part P450.
  • the absorbable remaining amount when the absorbable remaining amount is smaller than the absorbed amount, the amount of absorption exceeding the absorbable remaining amount is determined by the above formula (1) so that the absorbed amount is doubled.
  • the absorption amount may be determined by other than the above formula (1).
  • the remaining absorbable amount from the rival player characters RA1 and RA2 becomes zero.
  • the absorbable remaining amount from the rival player characters RA1 and RA2 becomes zero, the absorption from the rival player characters RA1 and RA2 is completed, and the rival player characters RA1 and RA2 of the rival team RA are excluded from the absorption target. Is done. Therefore, at this time, among the rival player characters RA1 to RA4 belonging to the rival team RA, there are two rival player characters RA3 and RA4 that can be set as absorption targets.
  • the reward is given to the user based on the rival player character that has been absorbed (that is, the rival player character excluded from the rival player character that can be set as the absorption target). This will be described later (see FIG. 25).
  • the trick for the hero character to acquire the special ability is related to the rival. It can be absorbed (acquired) from the player character.
  • the main character can acquire special abilities by consuming a predetermined amount of experience points (see FIG. 26B). In this regard, if the hero character has a knack for acquiring special abilities, the amount of experience points necessary for the hero character to acquire special abilities is reduced.
  • the number of tips and knack levels that can be acquired from the rival player character set as the absorption target is determined based on the number of rival player characters (number of absorption targets) set as the absorption target. It has become.
  • FIG. 18 shows an example of knack data D104 indicating the correspondence between the number of absorption targets, the number of knacks that can be acquired, and the knack level.
  • the knack level indicates the knack of the hero character. The higher the knack level, the greater the knack of the hero character. The higher the knack level, the less experience points are required to make the main character acquire special abilities.
  • the number of absorption targets is “1” or “2”
  • the number of tips that can be acquired is set to “2” and acquired when the number of absorption targets is “3” or “4”.
  • the number of possible tips is set to “1”. That is, as the number of absorption targets increases, the number of tips that can be acquired decreases.
  • the rival player characters RA1 and RA2 are assigned as absorption targets for running practice and the number of absorption targets is “2”. It is acquired from rival player characters RA1 and RA2. In this case, two special abilities are selected (randomly) based on the probability information from the special abilities acquired by the rival player characters RA1 and RA2. Then, a trick of level 1 for acquiring each of the two selected special abilities is given to the main character. In this case, if the special ability already acquired by the main character is included in the special abilities acquired by the rival player characters RA1 and RA2, the special ability is selected from the selection candidates. Excluded. Further, when each of the rival player characters RA1 and RA2 has less than two special abilities acquired, the special abilities that the rival player characters RA1 and RA2 have not acquired are added to the selection candidates.
  • FIG. 19 shows an example of a practice result image G500 that is displayed on the display unit 15 when the running practice is determined as an execution target in the turns shown in FIGS.
  • part P540 of the practice result image G500 in part P540 of the practice result image G500 in this case, (a) part P543-1 indicating that a special tag training event has occurred, and (b) the main character performs skating practice. Executed and the hero character gained experience points (muscle strength points, agility points) from the rival player characters RA1 and RA2, the muscle strength points increased by 31 points, the agility points increased by 43 points, and the physical strength parameter was 25 Part P543-2 indicating that the points have been reduced, and (c) that the main character has acquired a “Chance ⁇ ” and “Stolen ⁇ ” tips (Know Level 1) by acquiring tips from the rival player characters RA1 and RA2.
  • experience points muscle strength points, agility points
  • the muscle strength points increased by 31 points
  • the agility points increased by 43 points
  • the physical strength parameter was 25 Part P543-2 indicating that the points have been reduced
  • the main character has acquired a “Chance ⁇ ” and “Stolen ⁇ ” tips (Know Level 1)
  • Part P543-3 Assigned to part P543-3 indicating (d) Part P543-4 indicating that the evaluation of the main character of teammate characters T3 and T13 has increased by 7 points, and (e) the evaluation of the main character by other teammate characters, director characters and scout characters has increased by 1 point And (f) part P543-6 indicating that absorption from rival player characters RA1 and RA2 of rival team RA has been completed.
  • FIG. 20 shows the assignment of teammate characters and rival teams to each practice item in the turn immediately after the running practice is determined as the execution target in the turns shown in FIGS. An example is shown.
  • an absorption target is not assigned to each practice item other than the batting practice, and a survey target is assigned.
  • the remaining absorbable amount from the rival player characters RA1 and RA2 of the rival team RA becomes zero, and the rival player characters RA1 and RA2 of the rival team RA absorb the targets.
  • the rival team RA is assigned to the mental practice as an investigation target.
  • rival team RC is assigned as a research target for strength exercise
  • rival team RG is assigned as a research target for running exercise
  • rival team RE is assigned as a research target for shoulder exercise
  • rival team RF is used as a research target. Assigned to defensive practice.
  • FIG. 21 shows an example of the practice command image G400 at the turn shown in FIG.
  • mental practice is provisionally selected. Since teammate characters T1, T6, and T7 are assigned to the mental practice, parts P461-1, P461-8, and P461-9 respectively corresponding to the teammate characters T1, T6, and T7 are assigned to the teammate area A460. It is included.
  • Part P461-1 is the same as part P461-1 in FIG.
  • the part P461-8 is the same as the part P461-1, and the parts P462-8, P463-8, and P464-8 included in the part P461-8 are the same as the parts P462-1, P463-1, and P464-1.
  • the part P461-9 is the same as the part P461-3 in FIG. 5, and the part P462-9 included in the part P461-9 is the same as the part P462-3 in FIG.
  • the part P470 shown in FIG. 21 includes parts P471-1 to P471-4 respectively corresponding to the rival player characters RA1 to RA4 of the rival team RA, similarly to the part P470 shown in FIG.
  • the rival player characters RA1 and RA2 are in the absorption completed state, and the rival player characters RA1 and RA2 cannot be captured (set) as the absorption target.
  • the parts P471-1, P471-2 are displayed in a manner indicating the fact.
  • the cross marks are attached to the parts P471-1, P471-2, the user can grasp that the rival player characters RA1, RA2 cannot be captured (set) as the absorption target. ing.
  • the rival team is selected by the teammate characters T1, T6, which are event characters, of the teammate characters T1, T6, T7 assigned to the mental practice.
  • RA investigation is performed.
  • the first rival player character RA3 is captured (set) by the teammate character T1 from the teammate characters T3 and T4 that are not in the absorption completed state
  • the second The rival player character RA4 is captured (set) by the teammate character T6 as an absorption target.
  • the absorption type of the teammate character T1 is “muscle strength” (see P464-1 in FIG.
  • the absorption target type of the rival player character RA3 is set to “muscle strength”.
  • the absorption type of the teammate character T6 is “technology” (see P464-8 in FIG. 21)
  • the absorption target type of the rival player character RA4 is set to “technology”.
  • the number of absorption targets is “2”
  • the total absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (see FIG. 11).
  • FIG. 22 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turns shown in FIGS.
  • rival player characters RA3 and RA4 of rival team RA and rival player characters RB1 to RB3 of rival team RB are set as absorption targets.
  • rival player characters RA3 and RA4 are assigned to any practice item.
  • the rival player characters RB1 to RB3 are also assigned to any practice item.
  • the rival player characters RA3 and RA4 are assigned to the hitting practice as the absorption target, and the remaining absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (total possible total amount).
  • rival player characters RB1 to RB3 are assigned to the shoulder power practice as absorption targets, and the remaining absorbable amount from the rival player characters RB1 to RB3 is compared to the previous turn (the turn shown in FIGS. 20 and 21). It decreased by 3 points to 138 points.
  • an absorption target is not assigned to other practice items, but a survey target is assigned.
  • the rival team RC is assigned to the strength exercise as the survey target
  • the rival team RD is assigned to the running practice as the survey target
  • the rival team RG is assigned to the defensive practice as the survey target
  • the rival team RF is the survey target.
  • mental practice As assigned to mental practice.
  • FIG. 23 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
  • rival player characters RA3 and RA4 of rival team RA are assigned to the mental practice as absorption targets, and the remaining absorbable amount from rival player characters RA3 and RA4 is 12 points, the remaining less It has become.
  • Team mate characters T6, T7, and T9 are assigned to mental practice.
  • each of the rival player characters RA3 and RA4 The amount of absorption is 15 points (see FIG. 12). For this reason, in a normal case, the hero character absorbs (acquires) 15 points of strength points from the rival player character RA3 and absorbs (acquires) 15 points of technology points from the rival player character RA4. However, as described above, when the absorbable remaining amount is smaller than the absorption amount, the absorption amount is determined to be 18 points by the above equation (1). Therefore, the hero character absorbs (acquires) 18 points of strength from the rival player character RA3 and absorbs (acquires) 18 points of technology from the rival player character RA4.
  • the rival player characters RA3 and RA4 since the remaining absorbable amount from the rival player characters RA3 and RA4 becomes zero, the rival player characters RA3 and RA4 are in the absorption completed state, and the rival player characters RA3 and RA4 of the rival team RA are removed from the absorption target. Excluded. 16 and 17, since the rival player characters RA1 and RA2 have already been absorbed and are already excluded from the absorption target, all the rival player characters RA1 to RA4 of the rival team RA at this time. Is now in an absorption complete state and is excluded from the absorption target.
  • FIG. 24 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turn shown in FIG.
  • the absorption from the rival player characters RA3 and RA4 of the rival team RA is completed, so that in the turn shown in FIG. 24, the rival player character RA3 of the rival team RA. Since RA4 is excluded from the absorption target, the rival player characters RA3 and RA4 of the rival team RA are not assigned as the absorption target. In the turn shown in FIG. 24, since only the rival player characters RB1 to RB3 of the rival team RB are set as the absorption target, the rival player characters RB1 to RB3 are assigned to any practice item as the absorption target. In FIG. 24, rival player characters RB1 to RB3 are assigned as absorption targets for the batting practice.
  • the rival team RA is not assigned as an investigation target to any practice item.
  • the rival team RC is assigned to the muscular practice as the investigation target
  • the rival team RG is assigned to the running practice as the investigation target
  • the rival team RE is assigned to the shoulder practice as the investigation target
  • the rival team RF is investigated.
  • the target is assigned to the defensive practice
  • the rival team RD is assigned to the mental practice as the investigation target.
  • the part P357 is associated with a process for displaying a rival team in which all rival player characters have completed absorption (hereinafter referred to as “absorption completion team”), and the user selects the part P357. Can confirm the absorption completion team.
  • FIG. 25 shows an example of the absorption completion team image displayed on the display unit 15 when the part P357 is selected.
  • FIG. 25 shows a case where the rival team RA has become an absorption completed team (that is, all the rival player characters RA1 to RA4 belonging to the rival team RA have completed absorption). For this reason, in FIG. 25, the part P610 corresponding to the rival team RA is displayed.
  • the part P610 includes parts P611-1, P611-2, P611-3, and P611-4 that belong to the rival team RA and respectively correspond to the rival player characters RA1 to RA4 in the absorption completed state.
  • Part P610 includes a part P612 indicating a complete reward and a part P613 for using the complete reward.
  • the complete reward is a reward that can be used when a rival team becomes an absorption completed team (that is, when all rival player characters belonging to the rival team are in an absorption completed state).
  • increasing the physical strength point of the hero character by 50 points (recovery) is set as a complete reward for the rival team RA.
  • the user can increase (recover) the physical strength point of the main character by 50 points by selecting the part P613.
  • the complete reward may be different for each rival team.
  • the complete reward may be determined in advance for each rival team, or may be determined (randomly) based on the probability information for each rival team among a plurality of types of rewards.
  • the complete reward is not limited to increasing (recovering) the hero character's health points. For example, increase the experience point of the hero character, give the hero character tips for acquiring special abilities, make the hero character acquire special abilities, increase the motivation parameter of the hero character, or practice effect Increasing over a certain period (increasing the amount of increase in experience points according to practice items over a certain period of time than usual) or the like may be used as a complete reward. Or it is good also considering a game item which can be used in an event character or a breeding part or a battle part as a complete reward.
  • FIG. 25 only the rival teams in which all the rival player characters are in the absorption completed state are displayed, but it is also possible to display the rival teams in which all the rival player characters are not in the absorption completed state. Good. However, in this case, the rival team in which all rival player characters are in the absorption completed state is displayed separately from the rival team in which all rival player characters are not in the absorption completed state, so that the user can It is preferable that the player character can grasp the rival team in the absorption completed state.
  • the user can improve the ability of the hero character by using (consuming) the experience points of the hero character assigned as described above.
  • FIGS. 26A and 26B show an example of an ability improvement image for improving the ability of the main character.
  • the ability improvement image G700 shown in FIGS. 26A and 26B is displayed on the display unit 15 when the part P356 of the main command image G300 is selected.
  • the performance improvement image G700 includes a first area A710, and the first area A710 includes a pitcher ability tab P711 and a fielder ability tab P712.
  • the pitcher ability tab P711 the changed content of the basic ability parameter related to the pitcher ability is displayed
  • the fielder ability tab P712 the changed content of the basic ability parameter related to the fielder ability is displayed.
  • the basic ability parameters related to the fielder ability are changed for each of the trajectory, the meat, the power, the running force, the shoulder force, the defensive force, and the catching parameter. The previous value and the changed value are displayed.
  • the ability improvement image G700 includes a second area A720, and the second area A720 includes a basic ability tab P721 and a special ability tab P722.
  • the basic ability tab P721 displays the experience points (muscle strength, agility, technology, change ball, and spirit point) that the main character currently has.
  • FIG. 26A shows a state in which the main character currently has muscular strength, agility, technology, a changing ball, and mental points of 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.
  • the basic character of the main character (ballistic, meat, power, running power, shoulder strength, defensive power, and catching power) is obtained in exchange for some or all of the experience points currently possessed by the main character.
  • the value of the sphere parameter can be increased.
  • the ability value necessary to increase the value of the basic ability parameter by 1 point from the current value is displayed in association with each basic ability parameter.
  • the basic ability tab P721 shown in FIG. 26A for example, it is indicated that 30 points of muscle strength, skill, and mental point are required to raise the value of the ballistic parameter by 1 point from the current value.
  • the part P723-1 is associated with the ballistic parameter
  • the part P723-1 is associated with a process for increasing the ballistic parameter by one point in exchange for a predetermined experience point.
  • the user can increase the ballistic parameter by one point from the current value in exchange for the strength point: 30 points, the technical point: 30 points, and the mental point: 30 points.
  • the ballistic parameter is increased by 1 point, and that effect is displayed in the first area A710, and the necessary experience points are subtracted from the “current experience points” in the second area A720.
  • parts P723-2 to P723-7 are associated with meat, power, running power, shoulder power, defense power, and catching parameters, respectively, and parts P723-2 to P723 -7 is associated with a process for raising these parameters by one point in exchange for a predetermined experience point.
  • the special ability tab P722 When the user selects the special ability tab P722 in the state shown in FIG. 26A, the state is switched to the state shown in FIG. 26B. As shown in FIG. 26B, the special ability tab P722 also displays the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently holds.
  • the hero character can acquire special abilities in exchange for some or all of the experience points currently held by the hero character.
  • special abilities that the main character can acquire are “chance ⁇ ”, “left pitcher ⁇ ”, “stolen ⁇ ”, “running ⁇ ”, “throwing ⁇ ”, “injury difficulty”, “Average Hitter” is displayed.
  • “Chance ⁇ ” is a special ability that is strong in chance.
  • “To the left pitcher ⁇ ” is a special ability that is strong against the left pitcher.
  • “Stolen ⁇ ” is a special ability to improve theft.
  • Throwing ⁇ is a special ability that makes it difficult to throw.
  • “Injury difficulty” is a special ability that rarely causes injury.
  • Average Hitter is a special ability that makes it easier to hit hits.
  • parts P724-1, P724-2, P724-3, P724-4, P724-5, and P724-6 are displayed in association with each special ability.
  • the part P724-1 is associated with “chance ⁇ ”, and the part P724-1 is associated with processing for causing the main character to acquire “chance ⁇ ” in exchange for a predetermined experience point. .
  • the user can acquire “chance ⁇ ” for the main character in exchange for agility points: 15 points, technical points: 30 points, and mental points: 105 points.
  • the other parts P724-2 to P724-6 are associated with “left pitcher ⁇ ”, “stealing ⁇ ”, “running ⁇ ⁇ ”, “ball throwing ⁇ ”, and “average hitter”, respectively.
  • the parts P724-2 to P724-6 are associated with processing for causing the main character to acquire these special abilities in exchange for predetermined experience points. Since the hero character has already acquired the special ability “Injury Difficulty ⁇ ”, no parts are associated with “Injury Difficulty ⁇ ”.
  • “Lv.1” is displayed in association with “Chance ⁇ ” and “Stolen ⁇ ”.
  • “Lv.1” indicates a knack level of “Chance ⁇ ” or “Stealing ⁇ ”.
  • the experience points necessary for the hero character to acquire special abilities are reduced.
  • the higher the knack level the less the experience points necessary to acquire special abilities for the main character.
  • the knack level of each special ability is set to zero (that is, the knack of each special ability is not grasped).
  • an event may occur where the event character teaches the main character the tricks of the special ability based on the practice item selected as the execution target.
  • the trick level rises.
  • the hero character obtains a trick for the special ability from the rival player character as the absorption target, thereby increasing the trick level for the special ability.
  • experience points are given to the main character based on the options (practice items, etc.) selected by the user, and the user can improve the ability of the main character using the experience points (for example, the main character)
  • the basic ability of the character can be raised, or the main character can acquire special abilities).
  • the development of the main character is completed, and for example, the main character as shown in FIG. 2 is completed.
  • the hero character that has been trained is registered as an original character. After the breeding part is completed, another original character can be trained by starting the breeding part from the beginning again.
  • the baseball game (nurturing part) described above has an absorption function in which the main character acquires (absorbs) tips for acquiring experience points and special abilities from rival player characters of the rival team.
  • the experience points and knack parameters of the main character are changed based on the absorption target assigned to the practice item determined as the execution target.
  • the absorption function when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). For this reason, when selecting a practice item to be executed, it is necessary to consider the number of absorption targets assigned to the practice item.
  • a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected.
  • the character is associated with the practice item as an absorption target.
  • the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected.
  • the rival player character is associated with the practice item as an absorption target.
  • the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. For this reason, when selecting the exercise item to be executed, it is necessary to consider the absorption target type of the absorption target assigned to the exercise item. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
  • the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target.
  • the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done. For this reason, when selecting the exercise item to be executed, it is necessary to consider the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target. In addition, it is necessary to consider that the absorbable remaining amount of the absorption target assigned to the practice item selected as the execution target becomes zero in a state where the generation condition of the special tag training event is satisfied.
  • the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. For this reason, when selecting a practice item to be executed, it is necessary to consider the special ability of the absorption target assigned to the practice item. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
  • a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
  • FIG. 27 is a functional block diagram showing functional blocks related to the absorption function in the breeding part among the functional blocks realized by the game system 1.
  • the game system 1 includes a data storage unit 100, a reception unit 110, an association unit 120, a change unit 130, a change control unit 140, a restriction unit 150, and a reward granting unit 160.
  • the data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database 34.
  • the functional blocks other than the data storage unit 100 are realized by at least one of the control unit 11 and the control unit 31. That is, all of the functional blocks other than the data storage unit 100 may be realized by the control unit 11, all of these may be realized by the control unit 31, or some of them may be realized by the control unit 11. The rest may be realized by the control unit 31.
  • a game object can be displayed on a game screen.
  • a game character, a game card, a game item, or the like corresponds to an example of “game object”.
  • a plurality of parameters are set for each “game object”.
  • Parameter data is data relating to game object parameters.
  • the “game object parameter” is a parameter set in the game object. In other words, it is a parameter associated with the game object.
  • the following parameters correspond to an example of “game object parameters”.
  • Parameters (points) consumed to improve the performance of game objects (2) Parameter indicating ease of acquisition of special performance by game object (3)
  • Performance parameter indicating performance of game object (4)
  • State parameter indicating state of game object (5)
  • Game object and user (or user object) (6)
  • a relationship parameter indicating the relationship (intimacy, etc.) between the game object and other game objects
  • the following parameters correspond to an example of “performance parameters”.
  • the following parameters correspond to an example of “state parameters”.
  • “To change the parameter data of the game object” is to change the parameter value of the game object. That is, “changing the parameter data of the game object” means increasing or decreasing the parameter value of the game object.
  • associating (setting) a parameter to a game object that is not associated (not set) with a parameter is equivalent to “changing the parameter data of the game object”. That is, changing from a state in which no parameter is associated with the game object (not set) to a state in which the parameter is associated with the game object (set) is also “changes the parameter data of the game object”. It corresponds to that.
  • the “first game object” is a game object for which the user changes parameter data. That is, the purpose of the game is to change the parameter data of the first game object.
  • a game character to be trained by the user, or a game card or game item to be strengthened by the user corresponds to an example of “first game object”.
  • the main character corresponds to an example of “first game object”
  • experience point and trick parameter data corresponds to an example of “parameter data of a first game object”.
  • the data storage unit 100 stores data necessary for executing the game.
  • data stored in the data storage unit 100 data necessary for executing the above-mentioned baseball game training part will be described.
  • the data storage unit 100 includes data indicating a list of users who play the game in the game system 1, data indicating a list of event characters owned by each user, and original characters (each Data indicating a list of original characters created by the user is stored.
  • the data storage unit 100 includes practice effect data D101, absorbable total amount data D102, absorption amount data D103, trick data D104, rival team data D105, Rival player character data D106, teammate character data D107, and training status data D108 are stored.
  • the practice effect data D101, the total absorbable amount data D102, the absorbed amount data D103, and the knack data D104 have already been described (see FIGS. 6, 11, 12, and 18), and thus description thereof is omitted here.
  • FIG. 28 shows an example of rival team data D105.
  • the rival team data D105 indicates a list of a plurality of rival teams prepared for the baseball game.
  • the rival team data D105 includes “rival team ID”, “name”, “survey target flag”, “absorption target flag”, “absorbable remaining amount”, “absorption completion flag”, “complete reward”. ”And“ Usage Flag ”fields.
  • the “rival team ID” field indicates identification information for uniquely identifying the rival team.
  • the “name” field indicates the name of the rival team.
  • the “survey target flag” and “absorption target flag” fields indicate the rival team's survey target flag and absorption target flag.
  • the survey target flag indicates whether the rival team is set as the survey target.
  • the survey target flag is set to on (1) when the rival team can be assigned to the practice item as the survey target, and is turned off (0) when the rival team cannot be assigned to the practice item as the survey target. Is set.
  • the absorption target flag indicates whether or not at least one of the rival player characters belonging to the rival team is set as an absorption target.
  • the absorption target flag is set to ON (1) when at least one of the rival player characters belonging to the rival team is set as the absorption target, and any of the rival player characters belonging to the rival team is the absorption target. Is set to off (0).
  • the “absorbable remaining amount” field when at least one of the rival player characters belonging to the rival team is set as an absorption target, the remaining amount of experience points that can be absorbed from the at least one rival player character ( Absorbable remaining amount).
  • the “absorption completion flag” field indicates the absorption completion flag of the rival team. This absorption completion flag indicates whether or not absorption from all rival player characters belonging to the rival team has been completed. This absorption completion flag is set to off (0) when absorption from all player characters belonging to the rival team is not completed, and is turned on when absorption from all player characters of the rival team is completed ( 1).
  • the “Complete Reward” field indicates the complete reward set for the rival team.
  • the “use flag” field indicates the use flag of the complete reward. The use flag indicates whether or not the complete reward has been used. The use flag is set to on (1) when the complete reward has been used, and is set to off (0) when the complete reward has not been used.
  • FIG. 29 shows an example of rival player character data D106.
  • the rival player character data D106 indicates a list of rival player characters belonging to the rival team.
  • the rival player character data D106 is stored for each rival team (in association with the rival team ID).
  • the rival player character data D106 includes “rival player character ID”, “name”, “basic ability parameter”, “special ability parameter”, “absorption target flag”, “absorption target type”, and “ Includes Absorption Complete Flag field.
  • the “rival player character ID” field indicates identification information for uniquely identifying the rival player character.
  • the “name” field indicates the name of the rival player character.
  • the “basic ability parameter” field indicates the basic ability parameters (such as ballistics, meat, power, running ability, shoulder ability, defense ability, and catching parameters) of the rival player character.
  • the “special ability parameter” field indicates a special ability parameter of the rival player character.
  • the special ability parameter indicates whether or not the rival player character has acquired each special ability. For example, when a game event with a rival team is executed in the training part, the basic ability parameters and special ability parameters of the rival player character are referred to. Also, in the absorbing function of the training part, the hero character can absorb (acquire) the tips of special abilities selected from the special abilities acquired by the rival player character of the absorption target. When selecting, the special ability parameter of the rival player character is referred to.
  • the “absorption target flag”, “absorption target type”, and “absorption completion flag” fields indicate the absorption target flag, the absorption target type, and the absorption completion flag of the rival player character, respectively.
  • the absorption target flag indicates whether or not the rival player character is set as an absorption target.
  • the absorption target flag is set to on (1) when the rival player character is set as the absorption target, and is set to off (0) when the rival player character is not set as the absorption target.
  • the absorption target type indicates which experience points are absorbed from the rival player character.
  • the absorption completion flag indicates whether or not the absorption from the rival player character has been completed.
  • the absorption completion flag is set to off (0) when the absorption from the rival player character is not completed, and is set to on (1) when the absorption from the rival player character is completed.
  • FIG. 30 shows an example of teammate character data D107.
  • the teammate character data D107 indicates a list of teammate characters of the main character.
  • the teammate character data D107 includes “teammate character ID”, “name”, “position”, “basic ability parameter”, “special ability parameter”, “event character flag”, “rareness”, Includes “absorption type”, “good practice”, “level”, and “event” fields.
  • the “teammate character ID” field indicates identification information for uniquely identifying a teammate character.
  • the “name” and “position” fields indicate the name and position of the teammate character.
  • the “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defensive ability, catching parameter, etc.) of the teammate character.
  • the “special ability parameter” field indicates a special ability parameter of the teammate character.
  • the special ability parameter is a parameter indicating whether or not the teammate character has acquired each special ability. For example, when a game event occurs in the training part, a teammate character participates in the game together with the main character. When such a match event is executed, the basic ability parameters and special ability parameters of the teammate character are referred to.
  • the “event character flag” field indicates the event character flag of the teammate character. As described above, the event character incorporated in the event deck appears in the scenario as a teammate character. The event character flag indicates whether or not the teammate character is an event character incorporated in the event deck. The event character flag is set to on (1) when the teammate character is an event character, and is set to off (0) when the teammate character is not an event character.
  • “Rareness”, “absorption type”, “good practice”, and “level” fields indicate the rarity, absorption type, good practice, and level of the teammate character (event character), respectively.
  • the “event” field indicates event information related to an event associated with the teammate character. In other words, the “event” field indicates event information related to an event that can be generated in the game by the teammate character.
  • Various information is registered in the “rareness”, “absorption type”, “good practice”, “level”, and “event” fields only when the teammate character is an event character.
  • FIG. 31 shows an example of the training status data D108.
  • the training status data D108 indicates the training status of the main character being trained.
  • the breeding status data D108 includes the following fields.
  • “Name” field indicates the name of the main character.
  • the “position” field indicates a baseball position that the main character is good at.
  • the “form” and “dominant arm” fields indicate the form (striking form or throwing form) and dominant arm of the main character.
  • the “motivation parameter” and “physical strength parameter” fields indicate the motivation parameter and physical strength parameter of the main character at the current time.
  • the “evaluation” field indicates the current evaluation of another game character (team mate character, manager character, or scout character) with respect to the main character.
  • the “experience point” field indicates the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently has.
  • the “experience points” field stores the experience points that the hero character currently has (that is, the experience points remaining at the present time) and the cumulative number of experience points that the hero character has acquired so far. May be.
  • the “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defense ability, and catching parameter) of the main character at the present time.
  • the “special ability parameter” field indicates the special ability parameter of the main character at the present time.
  • the special ability parameter is a parameter indicating whether or not the hero character has acquired each special ability. For example, in the “chance ⁇ ” field in the “special ability parameter” field, “0” is registered when the hero character has not acquired the special ability “chance ⁇ ”, and the hero character has the special ability “chance ⁇ ”. If it has been learned, “1” is registered.
  • “Knack parameter” field indicates the trick parameter of the main character.
  • the trick parameter indicates the trick level of each special ability of the main character at the present time.
  • the “practice execution status” field indicates the execution status (execution history) of practice up to the present time.
  • the “Practice Execution Status” field for each practice item, the current level, the total number of times the practice has been performed, and the teammate character (and supervisor or scout character assigned to the practice item in the current turn) ) And rival teams (rival player characters) assigned to the practice items as survey targets or absorption targets in the current turn.
  • the “progress status” field indicates the current progress status. For example, the “progress status” field indicates the number of remaining turns, the current in-game time, and the like.
  • the accepting unit 110 accepts a selection from a plurality of options.
  • the accepting unit 110 accepts selection of an option from among a plurality of options at each of a plurality of selection opportunities.
  • “Option” is a target selected by the user who plays the game.
  • “option” is a target of selection by the user during the game.
  • the “plurality of options” are candidate options that can be selected by the user.
  • “Receiving a selection from a plurality of options” means receiving a selection operation for selecting one of a plurality of options.
  • “accepting a selection from a plurality of options” may mean receiving selection data indicating that any one of the plurality of options has been selected. Only one of a plurality of options may be selected, or a plurality of options may be selected from a plurality of options.
  • a selection opportunity is an opportunity to accept selection of options from a plurality of options. For example, each turn corresponds to a “selection opportunity” in the case of a game that accepts selection of options from a plurality of options for each turn.
  • a plurality of practice items correspond to an example of “multiple options”.
  • the reception unit 110 receives a selection from a plurality of practice items.
  • the associating unit 120 associates one or more second game objects with at least one of the plurality of options.
  • the “second game object” is a game object that is associated with an option and used to change parameter data of the first game object.
  • first game object is a game object associated with one group identification information among a plurality of group identification information
  • second game object is group identification information associated with the first game object. Is a game object associated with different group identification information.
  • the “plurality of options” can include both options associated with the second game object and options not associated with the second game object.
  • the “plurality of options” may include only options associated with the second game object.
  • the association unit 120 includes a selection unit 121.
  • the selection unit 121 selects one or a plurality of second game objects based on the option.
  • the plurality of options includes options associated with one or more third game objects, and the selection unit 121 does not associate the second game object with the options selected in the first selection opportunity.
  • one or more second game objects may be selected based on the third game object associated with the option.
  • the selection unit 121 corresponds to the number of third game objects associated with the selected option when the second game object is not associated with the option selected at the first selection opportunity. A number of second game objects may be selected.
  • the “third game object” is a game object different from the first game object and the second game object.
  • the selection unit 121 may select one or a plurality of second game objects based on numerical information associated with the selected option. Specifically, the selection unit 121 may select the number of second game objects corresponding to the numerical information associated with the selected option.
  • the associating unit 120 associates the second game object selected by the selecting unit 121 with at least one of the plurality of options in the second selection opportunity after the first selection opportunity.
  • the rival player character of the absorption target corresponds to an example of “second game object”.
  • An event character among teammate characters corresponds to an example of a “third game object”.
  • the selection unit 121 selects rival player characters corresponding to the number of event characters from the rival player characters of the rival team assigned as the survey target to the practice item selected as the execution target.
  • the associating unit 120 associates the selected rival player character with the practice item as an absorption target.
  • the changing unit 130 includes a first changing unit 131, a second changing unit 132, and a third changing unit 133.
  • the first changing unit 131 changes the first parameter data of the first game object based on an option selected from a plurality of options.
  • the second changing unit 132 changes the second parameter data of the first game object based on the selected option.
  • the selection unit 121 selects one or a plurality of second game objects based on the third game object associated with the option selected at the first selection opportunity, and the association unit 120
  • the second game object selected by the selection unit 121 is associated with at least one of the plurality of options in the second selection opportunity after the first selection opportunity.
  • the first changing unit 131 changes the first parameter data based on the option selected at the second selection opportunity.
  • the second changing unit 132 changes the second parameter data based on the option selected at the second selection opportunity.
  • First parameter data is data relating to the first parameter.
  • Second parameter data is data relating to the second parameter.
  • the “first parameter” and the “second parameter” are different parameters from among a plurality of parameters set for the first game object.
  • the “first parameter” is a parameter (points) consumed to improve the performance of the first game object
  • the “second parameter” indicates the ease of acquiring the special performance by the first game object. It is a parameter to show.
  • the “second parameter” is a parameter that is less likely to be changed in the game than the “first parameter”.
  • the “second parameter” is a parameter that has a lower probability of being changed in the game or less chance of being changed in the game than the “first parameter”.
  • “Change the first parameter data of the first game object based on the selected option” means that, for example, a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data.
  • the data is related to the first parameter, based on the selected option, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. is there.
  • “change the first parameter data of the first game object based on the selected option” is associated with change target information for selecting a change target from among a plurality of first parameters. Based on change target information associated with an option selected from a plurality of selected options, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target Is to change.
  • “change the first parameter data of the first game object based on the selected option” means that the first game object's first parameter is changed based on the second game object associated with the selected option.
  • One parameter data may be changed.
  • “change the first parameter data of the first game object based on the selected option” means that a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data.
  • the data is related to the first parameter, based on the second game object associated with the selected option, at least one of the plurality of first parameters is set as the change target, and is set as the change target.
  • the first parameter may be changed.
  • “change the first parameter data of the first game object based on the selected option” means the attribute (type or ability, etc.) of the second game object associated with the selected option.
  • at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. That is, at least one of the plurality of first parameters based on the correspondence information between the attribute and the first parameter to be set as the change target and the attribute of the second game object associated with the selected option. Is set as a change target, and the first parameter set as the change target is changed.
  • the first parameter related to the type of the second game object is set as the change target.
  • the correspondence relationship information is set so that the first parameter related to the ability of the second game object is set as the change target.
  • “Change the second parameter data of the first game object based on the selected option” is also the same as “Change the first parameter data of the first game object based on the selected option”.
  • the second changing unit 132 is associated with the selected option. Based on the second game object, at least one of the plurality of second parameters is set as a change target, and the second parameter set as the change target is changed.
  • the first changing unit 131 changes the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option.
  • the parameter data of the second game object is data relating to the parameters of the second game object.
  • the “parameter of the second game object” is a parameter that is changed in exchange for changing the first parameter data. In other words, it is a parameter consumed to change the first parameter data.
  • “Change the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option” means the parameter of the second game object associated with the selected option.
  • the first parameter data is changed after the data is changed.
  • the parameter data of the second game object associated with the selected option may be changed.
  • the parameter data of the second game object associated with the selected option may be changed and the first parameter data may be changed.
  • changing the parameter data of the second game object associated with the selected option and changing the first parameter data may be executed at different times or may be executed simultaneously.
  • the degree of change of the parameter data of the second game object is set to a degree corresponding to the degree of change of the first parameter data. That is, the change amount of the parameter data of the second game object is set to an amount corresponding to the change amount of the first parameter data.
  • the second changing unit 132 changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state.
  • the “first predetermined state” is, for example, a state where the parameter value of the second game object is the first predetermined value.
  • the parameter value of the second game object may be in a state equal to or less than a first predetermined value, or the parameter value of the second game object may be in a state equal to or greater than the first predetermined value.
  • the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state of being lowered to (or below the first predetermined value).
  • the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state where it has risen to (or the first predetermined value or more).
  • “When the parameter data of the second game object associated with the selected option changes to the first predetermined state” means that the parameter of the second game object associated with the option selected by the first changing unit 131 is used. This is a case where the parameter data of the second game object associated with the selected option changes to the first predetermined state by changing the first parameter data in exchange for changing the data.
  • the parameter data of the object is changed to the first predetermined state and the second parameter data is changed.
  • the second parameter data may be changed after the parameter data of the second game object associated with the selected option has changed to the first predetermined state.
  • the second parameter data may be changed when it is determined that the parameter data of the second game object associated with the selected option changes to the first predetermined state.
  • the plurality of options include options associated with one or more third game objects
  • the third changing unit 133 is selected at each of the plurality of selection opportunities.
  • the parameter data of the third game object associated with the option is changed.
  • the second changing unit 132 determines that the third game object associated with the selected option satisfies a predetermined condition, and the parameter data of the second game object associated with the selected option is in the first predetermined state.
  • the second parameter data is changed when the value changes.
  • the “third game object” is a game object different from the first game object and the second game object.
  • the plurality of options may include both options associated with the third game object and options not associated with the third game object.
  • the “plurality of options” may include only options associated with the third game object.
  • the “predetermined condition” is a condition related to the third game object associated with the selected option.
  • the “predetermined condition” is a condition as to whether or not a specific third game object is associated with the selected option.
  • a third game object whose parameter data is in a predetermined state corresponds to an example of “a specific third game object”.
  • the “predetermined condition” includes a condition as to whether or not a third game object whose parameter data is in the second predetermined state is associated with the selected option.
  • the second predetermined state is, for example, a state in which the parameter value of the third game object is the second predetermined value.
  • the parameter value of the third game object may be in a state equal to or smaller than the second predetermined value, or the parameter value of the third game object may be in a state equal to or greater than the second predetermined value.
  • the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of rising to a predetermined value or more.
  • the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of being lowered to a predetermined value or less.
  • the experience point of the main character corresponds to an example of “first parameter”, and a plurality of types of experience points (muscle strength, agility, technology, changing ball, and mental point) Corresponds to an example of “a plurality of first parameters”, and data of experience points of the main character corresponds to an example of “first parameter data”. Further, the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item corresponds to an example of “parameter data of the second game object associated with the option”.
  • 1st change part 131 increases the experience point of a hero character based on the rival player character assigned as an absorption target to the practice item decided as an execution object. That is, the 1st change part 131 increases the experience point of a hero character based on the absorption target type of the rival player character allocated to the practice item decided as execution object as an absorption target, and the amount of remaining absorption. For example, the first changing unit 131 sets, as the change target, an experience point of a type corresponding to the absorption target type of the rival player character associated with the practice item determined as the execution target as the absorption target. Increase your experience points.
  • the first changing unit 131 sets the strength point as the change target, and the main character Increase the character's strength points. Note that the first changing unit 131 decreases the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item determined as the execution target by the amount that the experience point of the hero character is increased.
  • the trick parameter of the hero character corresponds to an example of “second parameter”
  • the trick parameter of a plurality of types of special abilities corresponds to an example of “plural second parameter”.
  • the data of the trick parameter corresponds to an example of “second parameter data”.
  • the event character steam mate character
  • the event character corresponds to an example of “third game object”.
  • data indicating the evaluation of the event character with respect to the main character corresponds to an example of “parameter data of the third game object”.
  • the occurrence conditions of the special tag training event that is, the good practice of the event character matches the practice item determined as the execution target, and the evaluation of the event character with respect to the main character exceeds a predetermined standard
  • the condition “there is a certain condition” corresponds to an example of the “predetermined condition”.
  • the third change unit 133 increases the evaluation of the main character of the teammate character (event character) associated with the practice item determined as the execution target.
  • the second change unit 132 is determined as an execution target in a turn in which a special tag training event is generated by a teammate character (event character) assigned to an exercise item determined as an execution target from among a plurality of practice items.
  • the trick character parameter of the main character is changed based on the special ability parameter of the rival player character. That is, the second changing unit 132 sets at least one of a plurality of special ability tips parameters as a change target based on the special ability acquired by the rival player character, and is set as the change target. Change the special ability trick parameters. Specifically, the second changing unit 132 sets the special ability trick parameter selected from the special ability acquired by the rival player character as a change target, and increases the trick level of the special ability.
  • the change control unit 140 increases the degree of change of one of the first parameter data and the second parameter data based on the number of second game objects associated with the option, and the degree of change of the other Decrease.
  • the change control unit 140 compares the first parameter data and the second parameter data as compared with the case where the number of second game objects associated with the options is small. The degree of change in one is increased, and the degree of change in the other is reduced.
  • the degree of change in parameter data can be rephrased as, for example, the amount of change in parameter data. That is, in the case where the parameter data is changed so as to increase or decrease the parameter value, the increase or decrease amount of the parameter corresponds to an example of “degree of change of parameter data”.
  • the state of the parameter that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”.
  • the magnitude of the parameter value that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”.
  • “Increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other” means that the degree of change of the first parameter data is increased, It is to reduce the degree of change or to increase the degree of change of the second parameter data and to reduce the degree of change of the first parameter data.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased.
  • the other is to reduce the degree of change. That is, “based on the number of second game objects associated with the option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” As the number of second game objects associated with the number increases, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is reduced.
  • the smaller the number of second game objects associated with is, the smaller the degree of change in one of the first parameter data and the second parameter data, and the larger the degree of change in the other.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” If the number of second game objects associated with the option is greater than the first reference number, the degree of change of one of the first parameter data and the second parameter data is set larger than usual and the option is associated with the option. When the number of second game objects is smaller than the second reference number, the degree of change of the other of the first parameter data and the second parameter data may be made smaller than usual.
  • the “first reference number” and the “second reference number” may be the same or different. When the “first reference number” is different from the “second reference number”, the “second reference number” is smaller than the “first reference number”.
  • the change control unit 140 sets the total absorbable amount such that the greater the number of rival player characters assigned to the practice items as the absorption target, the greater the total absorbable amount (see FIG. 11). ). That is, the change control unit 140 increases the degree of change in experience points as the number of rival player characters assigned to the practice items as absorption targets increases.
  • the change control unit 140 increases the number of rival player characters assigned to the practice items as absorption targets, so that the number of tips acquired from the rival player character decreases, and the tips acquired from the rival player character. Is set (see FIG. 18). That is, the change control unit 140 reduces the degree of change in the knack parameter as the number of rival player characters assigned to the practice items as absorption targets increases.
  • the restricting unit 150 restricts associating the second game object whose parameter data is in the first predetermined state with the option.
  • “Restrict the association of the second game object whose parameter data is in the first predetermined state with the option” means that the second game object whose parameter data is in the first predetermined state is not associated with the option. It is. In other words, it is prohibited to associate the second game object whose parameter data is in the first predetermined state with the option.
  • “restricting that the second game object whose parameter data is in the first predetermined state is associated with the option” means that the parameter data of the second game object associated with the option is in the first predetermined state. In this case, the association between the second game object and the option is canceled.
  • the rival player character whose remaining absorbable amount is zero corresponds to an example of “a second game object whose parameter data is in a first predetermined state”.
  • the restricting unit 150 restricts associating the rival player character whose remaining absorbable remaining amount is zero with the practice item as an absorption target.
  • the reward giving unit 160 gives a reward to the user based on the second game object whose parameter data is in the first predetermined state.
  • “Reward” means, for example, increasing a parameter that is advantageous for the user when the value is large. Note that “advantageous to the user” can be rephrased as “it is easier for the user to achieve the goal of the game”. In addition, for example, “reward” is to reduce a parameter that is advantageous to the user when the value is small. Further, for example, the “reward” may be a game object (game character, game item, game card, or the like). In addition, the “reward” may be in-game currency, game points, titles, or the like.
  • “To give a reward to the user” is to update the data stored in the data storage unit 100 so that the reward is given to the user.
  • “granting a reward to a user” may be associating the reward with the identification information of the user.
  • “User identification information” is information for uniquely identifying a user. In other words, it is information for identifying a user. For example, a user ID, a user name, a user account, or an e-mail address corresponds to an example of “user identification information”.
  • giving a user a reward means changing parameter data. That is, “giving a user a reward” is to increase or decrease a parameter related to the user (in other words, a parameter associated with the identification information of the user). “Granting a reward to the user” may be to increase or decrease a parameter related to the user's game object (in other words, a parameter of the game object associated with the user's identification information).
  • “giving a user a reward” means giving a game object to a user.
  • “granting a reward to a user” means that a user is given a new game object that the user does not have, or a game object that the user already has is given to the user. Is to increase the number of game objects held by.
  • “giving a user a reward” refers to associating a new game object with user identification information, or further associating the game object with user identification information in a state where the user identification information and game object are associated with each other. To increase the number of game objects associated with the user's identification information.
  • “granting a reward to a user” is to give in-game currency or game points to the user. That is, “giving a user a reward” means increasing the in-game currency or game points held by the user.
  • “granting a reward to the user” is associated with the user identification information by further associating the in-game currency or game point with the in-game currency or game point associated with the user identification information. Increasing in-game currency or game points.
  • giving a user a reward is to give a title to the user.
  • giving a user a reward is associating a title with identification information of the user.
  • the reward is given to the user based on the second game object whose parameter data is in the first predetermined state means that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition And (provided that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition as a trigger) is to give a reward to the user.
  • the “predetermined condition” refers to all or reference of the second game objects associated with one group identification information among the plurality of second game objects whose parameter data is in the first predetermined state. This is a condition as to whether or not a number of second game objects are included.
  • the “predetermined condition” may be a condition as to whether or not the number of second game objects in which the parameter data is in the first predetermined state has reached a predetermined number or more, and the parameter data is in the first predetermined state It may be a condition as to whether or not the second game object is a specific second game object.
  • “Give reward to the user based on the second game object whose parameter data is in the first predetermined state” means that the reward is determined based on the second game object whose parameter data is in the first predetermined state. The determined reward may be given to the user.
  • the value of the reward may be increased as the number of second game objects in which the parameter data is in the first predetermined state is larger.
  • the value of the reward may be increased as the level, ability, or rarity of the second game object in which the parameter data is in the first predetermined state is higher.
  • “To increase the value of reward” means to give more rewards, to give rewards with higher rarity, or to give rewards with higher utility (performance, etc.) .
  • each of the second game objects is associated with at least one of the plurality of group identification information
  • the reward granting unit 160 includes the plurality of second game objects whose parameter data is in the first predetermined state. In a state in which all of the second game objects associated with one group identification information among the plurality of group identification information or a second game object equal to or greater than the reference number are included. To grant.
  • Group identification information is information for identifying a group.
  • the group ID or the group name corresponds to an example of “group identification information”.
  • “Group” is a group to which one or more game objects belong.
  • a “group” can be restated as a team, party, guild or the like.
  • the game object is associated with at least one of the plurality of group identification information” means that the game object belongs to at least one of the plurality of groups.
  • the “reference number” may be a fixed numerical value, or a numerical value determined according to the total number of second game objects associated with one group identification information (for example, associated with one group identification information). Or a numerical value obtained by multiplying the total number of second game objects obtained by a predetermined ratio).
  • the complete reward corresponds to an example of “reward”.
  • the reward granting unit 160 gives a complete reward to the user.
  • the rival player character more than the reference number among the rival player characters which belong to one rival team will be in an absorption completion state, you may make it the reward provision part 160 give a complete reward to a user.
  • FIG. 32 shows an example of processing executed at the start of each turn.
  • the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 32 according to a program, so that the control unit 11 functions as the association unit 120.
  • the process shown in FIG. 32 is executed based on the data stored in the data storage unit 100.
  • the control unit 11 of the game terminal 10 determines a teammate character to be assigned to each practice item (S100). For example, for each team mate character registered in the team mate character data D107, the control unit 11 uses any one of six practice items (batting, strength, running strength, shoulder strength, defense, mental practice) as probability information. The selected practice item is determined as a destination to which the teammate character is assigned. The control unit 11 also selects one of the six practice items based on the probability information (randomly) for the supervisor character and the scout character, and selects the selected practice item as the supervisor character or the scout character. Is assigned as the destination. Moreover, the control part 11 registers the determination result in step S100 in the training status data D108 (teammate character field).
  • the training status data D108 teammate character field
  • control unit 11 refers to the rival team data D105 and determines whether or not there is a rival team whose absorption target flag is on (S102).
  • the control unit 11 determines a practice item to which the rival player character of the rival team is assigned as an absorption target (S104). For example, the control unit 11 selects any one of six practice items based on the probability information (randomly), and determines the selected practice item as an assignment destination. When there are a plurality of rival teams whose absorption target flag is ON, the control unit 11 determines, for each of the plurality of rival teams, a practice item to which a rival player character of the rival team is assigned as an absorption target. In this case, control is performed so that rival player characters of two or more rival teams are not assigned as absorption targets to the same practice item. In addition, the control part 11 registers the determination result in step S104 into the growth condition data D108 (survey / absorption target field).
  • step S104 When step S104 is executed, or when it is determined in step S102 that there is no rival team whose absorption target flag is on (S102: No), the control unit 11 determines the growth status data D108 (survey / absorption target field). ), It is determined whether or not there is a practice item to which no absorption target is assigned among the six practice items (S106).
  • the control unit 11 determines a rival team to be assigned to the exercise item as a survey target (S108). For example, the control unit 11 refers to the rival team data D105, selects one of the rival teams whose survey target flag is on based on probability information (randomly), and selects the selected rival team as a practice item. As a rival team to be assigned as a survey target. In this case, it is controlled so that the same rival team is not assigned as a survey target to a plurality of practice items. In addition, the control part 11 registers the determination result in step S108 in the cultivation condition data D108 (survey / absorption target field).
  • step S108 When step S108 is executed, or when it is determined in step S106 that there is no practice item to which no absorption target is assigned (S106: No), the control unit 11 displays the main command image G300 on the display unit 15. (S110).
  • FIG. 33 shows an example of processing executed when a practice item to be executed is confirmed in a state where the practice command image G400 is displayed.
  • the control unit 11 of the game terminal 10 an example of a game control device
  • the control unit 11 receives the reception unit 110, the change unit 130, the change control unit 140, and the restriction unit. It functions as 150.
  • the processing shown in FIG. 33 is executed based on the data stored in the data storage unit 100.
  • the control unit 11 of the game terminal 10 monitors whether or not any practice item is confirmed as an execution target (S120). For example, when any of the parts P441 to P446 of the practice command image G400 is temporarily selected and the part is further selected, the control unit 11 determines that the practice item to be executed has been confirmed.
  • control unit 11 When any practice item is determined as an execution target (S120: Yes), the control unit 11 refers to the training status data D108 (practice execution status field) and acquires the level of the exercise item to be executed (S122). ). Further, the control unit 11 refers to the practice effect data D101 and obtains effect information corresponding to the practice item to be executed and the level obtained in step S122 (S124). That is, the control unit 11 specifies the type of experience point and the amount of increase registered in association with the combination of the practice item to be executed and the level acquired in step S122.
  • control unit 11 determines whether or not the condition for generating the special tag training event is satisfied (S126). For example, the control unit 11 sets the practice item as a good practice to a practice item determined as an execution target based on the training status data D108 (teammate character field) and the teammate character data D107 (good practice field). It is determined whether or not the assigned teammate character (event character) is assigned. Moreover, the control part 11 determines whether the evaluation of the said teammate character with respect to a hero character is more than a predetermined reference
  • a teammate character (event character) in which the practice item is set as a good practice is associated with the practice item determined as an execution target, and the evaluation of the teammate character with respect to the main character is a predetermined standard.
  • the control part 11 determines with the generation conditions of a special tag training event being satisfied.
  • the control unit 11 executes a practice process (S128).
  • the control unit 11 accesses the training status data D108 (experience point field), and the type of the type specified in step S124 out of the five types of experience points (muscle strength, agility, technology, change ball, and mental point).
  • the experience point is increased by the increase amount specified in step S124.
  • the control unit 11 accesses the training status data D108 (experience point field), and has five types of experience points (muscle strength, agility, technology, change ball, And mental points) are increased by an amount twice as much as the increase specified in step S124.
  • control unit 11 accesses the training status data D108 (practice execution status field), increases the number of executions of the exercise item to be executed by 1, and when the number of executions reaches a predetermined number, Increase level one level. Further, the control unit 11 accesses the training status data D108 (physical strength parameter field) and decreases the value of the physical strength parameter in order to decrease the physical strength parameter of the main character in accordance with execution of the practice. Further, the control unit 11 accesses the training status data D108 (evaluation field), and updates the evaluation of the teammate character and the like for the main character.
  • step S1208 the control unit 11 determines whether or not a survey target is assigned to the practice item to be executed based on the training status data D108 (survey / absorption target field) (S130).
  • the control unit 11 performs a survey process on the survey target (S132). This investigation process will be described later (see FIG. 34).
  • the control unit 11 has the absorption target in the practice item to be executed based on the training status data D108 (survey / absorption target field). It is determined whether it is assigned (S134). When the absorption target is assigned to the practice item to be executed (S134: Yes), the control unit 11 executes an absorption process from the absorption target (S136). This absorption process will be described later (see FIGS. 35A and 35B).
  • step S132 or S136 When step S132 or S136 is executed, or when it is determined in step S134 that no absorption target is assigned to the practice item to be executed (S134: No), the control unit 11 executes another game process. (S138).
  • the control unit 11 determines whether or not an absorption target is assigned to a practice item other than the exercise item to be executed based on the training status data D108 (survey / absorption target field).
  • the control unit 11 identifies a rival team to which the rival player character assigned as the absorption target belongs.
  • the control unit 11 accesses the rival team data D105 and decreases the predetermined amount (for example, 3 points) from the numerical value registered in the absorbable remaining amount field of the identified rival team.
  • the control unit 11 accesses the rival team data D105 and decreases the predetermined amount (for example, 3 points) from the numerical value registered in the absorbable remaining amount field of the identified rival team.
  • control unit 11 executes a process for generating an event related to the event character or an event set in the scenario. Specifically, the control unit 11 determines (randomly) whether or not to generate an event based on the probability information. Alternatively, the control unit 11 determines whether or not to generate an event based on whether or not the generation condition set for the event is satisfied. Then, when it is determined that an event is to be generated, the control unit 11 generates the event, and executes processing for updating the physical character parameter, the motivation parameter, the experience point, or the trick parameter of the main character based on the result of the event To do.
  • control unit 11 After execution of step S138, the control unit 11 displays the practice result image G500 on the display unit 15 based on the execution results of steps S128, S132, S136, and S138 (S140).
  • FIG. 34 shows an example of the investigation process executed in step S132 of FIG.
  • the control unit 11 of the game terminal 10 is assigned to practice items to be executed based on the training status data D108 (teammate character field) and teammate character data D107 (event character flag).
  • the number (Na) of event characters among the current teammate characters is acquired (S13200).
  • control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team assigned as the survey target to the practice item to be executed (S13202).
  • the control unit 11 accesses the rival team data D105, updates the survey target flag of the rival team specified in step S13220 to off, and updates the absorption target flag to on (S13204).
  • the research target flag of each rival team is initially set to on and the absorption target flag is initially set to off.
  • control unit 11 selects Na rival player characters from rival player characters belonging to the rival team specified in step S 13202 and whose absorption completion flag is off (S 13206). For example, the control unit 11 selects Na rival player characters in ascending order of rival player character IDs. Or the control part 11 may select Na rival player characters based on probability information (randomly). If the number of rival player characters whose absorption completion flag is off is less than Na among the rival teams identified in step S 13202, the control unit 11 selects those rival player characters less than Na.
  • the control unit 11 determines the absorption target type of the rival player character selected in step S13206 (S13208). For example, the control unit 11 uses the absorption target corresponding to the absorption type of the first event character assigned to the practice item to be executed as the absorption target type of the first rival player character selected in step S13206. Determine the type. That is, the control unit 11 uses the absorption target corresponding to the absorption type of the i-th event character assigned to the practice item to be executed as the absorption target type of the i-th rival player character selected in step S13206. Determine the type. For example, when the absorption type of the event character is “muscle strength”, the control unit 11 determines the absorption target type of the rival player character as “muscle strength”. The control unit 11 accesses the rival player character data D106 (absorption target type field) of the rival team specified in step S13220, and registers the determination result in step S13208.
  • the control unit 11 accesses the rival player character data D106 (absorption target type field) of the rival team specified
  • control unit 11 accesses the rival player character data D106 of the rival team specified in step S13220, and updates the absorption target flag of the rival player character selected in step S13206 to ON (S13210).
  • the absorption target flag of each rival player character is initially set to off.
  • control unit 11 determines the total absorbable amount from the rival player character selected in step S13206 (S13212). For example, the control unit 11 refers to the absorbable total amount data D102, acquires the absorbable total amount corresponding to the number (Na) acquired in step S13200, and uses the acquired absorbable total amount as the rival selected in step S13206. It is determined as the total amount absorbable from the player character. In this case, the control unit 11 accesses the rival team data D105 and registers the total absorbable amount determined in step S13212 in the absorbable remaining amount field of the rival team specified in step S13220. After execution of step S13212, the control unit 11 ends this process and executes step S138 of FIG.
  • FIGS. 35A and 35B show an example of the absorption process executed in step S136 of FIG.
  • the control unit 11 of the game terminal 10 refers to the training status data D108 (team mate character field), and the number (Nb) of team mate characters assigned to the practice item to be executed. Is acquired (S13600).
  • control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team and rival player character assigned as the absorption target to the practice item to be executed (S13602).
  • control unit 11 After execution of step S13602, the control unit 11 refers to the rival player character data D106 (absorption target type), and identifies the absorption target type of the rival player character identified in step S13602 (S13604).
  • control unit 11 determines the amount of absorption from each rival player character specified in step S13602 (S13606). For example, the control unit 11 refers to the absorption amount data D103, acquires the absorption amount corresponding to the number (Nb) acquired in step S13600, and uses the acquired absorption amount for each rival player character specified in step S13602. It is determined as the amount of absorption from
  • the control unit 11 determines whether or not the amount of absorption determined in step S13606 is greater than the remaining absorbable amount (S13608). For example, the control unit 11 refers to the rival team data D105, and acquires the numerical value registered in the rival team remaining capacity field specified in step S13602. Then, the control unit 11 determines whether or not the absorption amount is larger than the absorbable remaining amount by comparing the absorbable remaining amount acquired in this way and the absorbed amount determined in step S13606. To do.
  • control unit 11 changes the amount of absorption (S13610). For example, the control unit 11 changes the absorption amount from each rival player character specified in step S13602 to the absorption amount calculated by the above equation (1).
  • step S13610 When step S13610 is executed, or when it is not determined in step S13608 that the amount of absorption is greater than the remaining amount that can be absorbed (S13608: No), the control unit 11 increases the experience points of the main character (S13612). .
  • the control unit 11 accesses the growth status data D108 (experience point field), and increases the type of experience point corresponding to the absorption target type specified in step S13604 by the absorption amount determined in step S13606 or S13610. .
  • the control unit 11 increases the strength point by the amount of absorption determined in step S13606 or S13610, and increases the agility point by the amount of absorption determined in step S13606 or S13610.
  • the control unit 11 decreases the remaining amount that can be absorbed (S13614). For example, the control unit 11 refers to the rival team data D105 and decreases the total amount of experience points increased in step S13612 from the numerical value registered in the rival team remaining capacity field identified in step S13602. . If the value obtained by reducing the total amount from the remaining amount that can be absorbed becomes less than zero, the control unit 11 registers zero in the remaining amount field that can be absorbed by the rival team specified in step S13602.
  • step S13614 the control unit 11 determines whether or not the absorbable remaining amount after the reduction in step S13614 is zero (S13616). When the absorbable remaining amount after the decrease is not zero (S13616: No), the control unit 11 ends this process and executes step S138 of FIG.
  • the control unit 11 determines whether or not the condition for generating the special tag training event is satisfied ( S13620). This determination is similar to step S126 in FIG.
  • the control unit 11 uses the rival player character (that is, identified in step S13602) based on the training status data D108 (survey / absorption target field) (ie, The number (Nc) of rival player characters assigned to the practice items to be executed as absorption targets is acquired (S13622).
  • the control unit 11 determines the number of tips (Nd) and tips to be acquired by the main character (S13624). For example, the control unit 11 refers to the knack data D104, acquires the knack number and knack level corresponding to the number (Nc) obtained in step S13622, and causes the hero character to obtain the obtained knack number and knack level. Determine the number of tips (Nd) and the level of tips.
  • the control unit 11 selects Nd special abilities (S13626). For example, the control unit 11 refers to the rival player character data D106 (special ability parameter field) and based on probability information (randomly) from the special abilities acquired by the rival player character specified in step S13602. Select Nd special abilities. In this case, control may be performed so that the special ability already acquired by the main character is not selected. Further, when the number of special abilities acquired by the rival player character is less than Nd, the control unit 11 selects the special ability from the special abilities that the rival player character has not acquired. Individual special abilities may be selected.
  • Nd special abilities S13626. For example, the control unit 11 refers to the rival player character data D106 (special ability parameter field) and based on probability information (randomly) from the special abilities acquired by the rival player character specified in step S13602. Select Nd special abilities. In this case, control may be performed so that the special ability already acquired by the main character is not selected. Further, when the number of special abilities acquired by the rival player character is less than Nd, the control
  • step S13626 the control unit 11 updates the trick parameters of the main character (S13628). For example, the control unit 11 accesses the training status data D108 (knack parameter field), and updates the trick level of Nd special abilities selected in step S13626 to the trick level determined in step S13624.
  • the control unit 11 accesses the training status data D108 (knack parameter field), and updates the trick level of Nd special abilities selected in step S13626 to the trick level determined in step S13624.
  • step S13628 When step S13628 is executed, or when it is determined in step S13620 that the special tag training event occurrence condition is not satisfied (S13620: No), the control unit 11 accesses the rival player character data D106, and the step The absorption target flag of the rival player character specified in S13602 is updated to OFF, and the absorption completion flag is updated to ON (S13630).
  • control unit 11 accesses the rival team data D105 and updates the rival team absorption target flag specified in step S13602 to OFF (S13632).
  • control unit 11 refers to the rival player character data D106, and determines whether or not the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634).
  • step S13634: No If it is not determined that the absorption completion flag of all the rival player characters of the rival team specified in step S13602 is on (S13634: No), the control unit 11 accesses the rival team data D105 and the rival. The team investigation target flag is updated to ON (S13636). On the other hand, when it is determined that the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634: Yes), the control unit 11 accesses the rival team data D105, and the rival team concerned The absorption completion flag is updated to ON (S13638). After execution of step S13636 or S13638, the control unit 11 ends this process and executes step S138 of FIG.
  • FIG. 36 shows an example of processing executed when the part P357 is selected while the main command image G300 is displayed.
  • the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 36 according to a program, so that the control unit 11 functions as the reward granting unit 160.
  • the process shown in FIG. 36 is executed based on data stored in the data storage unit 100.
  • the control unit 11 refers to the rival team data D105 to determine whether there is a rival team whose absorption completion flag is on. Determine (S150).
  • the control unit 11 displays the absorption completion team image G600 on the display unit 15 (S152). For example, the control unit 11 displays the absorption completion team image G600 including the part P611 corresponding to the rival team whose absorption completion flag is on on the display unit 15.
  • the control unit 11 monitors whether or not the part P613 has been selected.
  • the control unit 11 refers to the rival team data D105 (complete reward field), specifies the content of the complete reward, and generates an effect corresponding to the complete reward (S154). .
  • the control unit 11 accesses the rival team data D105 (use flag field) and updates the use flag to ON. Note that the use flag is initially set to OFF at the start of the breeding part.
  • an absorption function is provided in which the hero character is presented so as to acquire (absorb) tips for acquiring experience points and special abilities from rival player characters of the rival team.
  • the experience points and knack parameters of the main character are changed based on the absorption target associated with the practice item determined as the execution target.
  • the absorption function when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). In this way, it is possible to provide an interest in selecting the exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, it is possible to improve the fun of the game by accepting selection from a plurality of practice items and changing the parameter data of the main character based on the selected practice item.
  • a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected.
  • the character is associated with the practice item as an absorption target.
  • the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected.
  • the rival player character is associated with the practice item as an absorption target.
  • the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
  • the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target.
  • the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done.
  • the satisfied state it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration that the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target becomes zero.
  • the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
  • a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
  • the amount of absorption may be larger than usual.
  • the “specific event character” may be, for example, an event character suitable for a scenario executed in the training part, or may be an event character specially designated for a limited time.
  • an absorption target type that absorbs the physical strength parameter may be provided as one of the absorption target types of the rival player character.
  • an absorption type may be provided in which an absorption target type that absorbs physical strength parameters is set as a rival player character.
  • the special ability tips are absorbed (acquired) from the rival player character, but conditions other than the special tag training event generation condition may be used.
  • the remaining absorbable amount of the rival player character assigned as an absorption target to the practice item to be executed becomes zero, the skill of the special ability is absorbed (acquired) from the rival player character unconditionally. May be.
  • all or part of the processing shown in FIGS. 32, 33, 34, 35A, 35B, and 36 may be executed by the server 30 (an example of a game control device).
  • data necessary for executing processing in the server 30 (game operation data relating to game operations performed on the game terminal 10) may be transmitted from the game terminal 10 to the server 30.
  • data necessary for displaying various images on the display unit 15 (data indicating the image itself or data for generating an image) may be transmitted from the server 30 to the game terminal 10.
  • the present invention can also be applied to a game for training other game characters.
  • the present invention can also be applied to a game other than a game for nurturing game characters.
  • the present invention can be applied to various games in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options.
  • a game system (1) is a game system (1) that executes a game in which parameter data of a first game object (eg, a hero character) is changed.
  • An association unit (120) for associating one or a plurality of second game objects (for example, rival player characters of the absorption target) with at least one of the items, and a reception unit (110) for receiving a selection from the plurality of options ),
  • First changing means (131) for changing first parameter data (for example, experience point data of the main character) of the first game object based on an option selected from the plurality of options, Based on the selected option, the second performance of the first game object.
  • the first parameter data and the second parameter data And change control means (140, FIGS. 11 and 18) for increasing the degree of change in one and decreasing the degree of change in the other.
  • a game control device (10 or 30) is a game control device (10 or 30) that executes a game that changes parameter data of a first game object.
  • An association unit (120) for associating one or a plurality of second game objects with at least one of the above, a reception unit (110) for accepting selection of an option from the plurality of options, and a selection from the plurality of options
  • First changing means (131) for changing the first parameter data of the first game object based on the selected option; and changing the second parameter data of the first game object based on the selected option.
  • Second changing means (132) for causing the second game object to be associated with the option Change control means (140, FIGS. 11 and 18) for increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other based on the number of .
  • a program according to an aspect of the present invention functions as a game control device (10 or 30) according to any one of the game system (1) or 13) according to any one of 1) to 12). It is a program to make it.
  • An information storage medium is a computer-readable information storage medium storing the program according to 14).
  • a game control method is a game control method relating to a game in which parameter data of a first game object is changed, wherein at least one of a plurality of options includes one or more second game objects.
  • S104 accepting a selection from among the plurality of options (S120), and first parameter data of the first game object based on an option selected from the plurality of options.
  • Changing S13612
  • the first parameter data and the second parameter Increasing the extent of one of the change in the data, reducing the extent of the other change (S13121, S13624, FIG. 11 and 18) and a.
  • the degree of change of one of the first parameter data and the second parameter data is increased based on the number of second game objects associated with the option.
  • it is possible to improve the interest of the game by accepting a selection from a plurality of options and changing the parameter data of the game object (first game object) based on the selected option.
  • the change control means (140) when the number of the second game objects associated with the option is large, the change control means (140) has a small number of the second game objects associated with the option. Compared to the case, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced.
  • the first parameter data and the second parameter data are compared with those when the number of second game objects associated with the option is small. Since the degree of change in one of the parameter data increases and the degree of change in the other decreases, when selecting an option, the number of second game objects associated with the option, the first parameter data, It is necessary to consider whether the degree of change in the two-parameter data is large or small. Therefore, according to the present invention, an option is selected in consideration of the number of second game objects associated with the option and whether the degree of change in the first parameter data or the second parameter data is increased or decreased. It is possible to provide the user with an interest to do.
  • the first changing means (131) is exchanged for changing parameter data (for example, absorbable remaining amount data) of the second game object associated with the selected option.
  • the first parameter data may be changed.
  • the second changing means (132) changes the second parameter data when the parameter data of the second game object associated with the selected option changes to a first predetermined state (for example, zero). It may be changed.
  • the first parameter data changes and is associated with the selected option in exchange for changing the parameter data of the second game object associated with the selected option. Since the second parameter data changes when the parameter data of the second game object changes to the first predetermined state, the parameter data of the second game object associated with the option is considered when selecting the option. There is a need to. Therefore, according to the present invention, it is possible to provide the user with an interest of selecting an option in consideration of the parameter data of the second game object associated with the option.
  • the plurality of options may include options associated with one or more third game objects (for example, event characters).
  • the second changing means (132) associates the third game object associated with the selected option with the selected option when the third game object satisfies a predetermined condition (for example, a condition for generating a special tag training event).
  • the second parameter data may be changed when the parameter data of the given second game object changes to the first predetermined state.
  • the third game object associated with the selected option satisfies the predetermined condition
  • the parameter data of the second game object associated with the selected option is the first predetermined Since the second parameter data changes when changing to a state, when selecting an option, the third game object associated with the selected option is selected in a state satisfying a predetermined condition. It is necessary to consider so that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option is the first when the third game object associated with the selected option satisfies the predetermined condition. It is possible to provide the user with an interest in selecting an option in consideration of changing to a predetermined state.
  • the game system (1) includes parameter data (for example, a hero character) of the third game object associated with an option selected at each of a plurality of selection opportunities (for example, a plurality of turns). (Evaluation data for) may be included.
  • the predetermined condition may include a condition as to whether or not the third game object whose parameter data is in a second predetermined state (for example, a maximum value) is associated with the selected option.
  • the third game object whose parameter is in the second predetermined state is associated with the selected option
  • the parameter data of the second game object associated with the selected option Since the second parameter data changes when the value changes to the first predetermined state, the third game object whose parameter data is in the second predetermined state is associated with the selected option when the option is selected. In this state, it is necessary to consider that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option in a state where the third game object whose parameter data is in the second predetermined state is associated with the selected option. It is possible to provide the user with an interest in selecting an option in consideration of the change to the first predetermined state.
  • it further includes reward granting means (160) for granting a reward (for example, complete reward) to the user based on the second game object in which the parameter data is in the first predetermined state. You may make it.
  • reward granting means 160 for granting a reward (for example, complete reward) to the user based on the second game object in which the parameter data is in the first predetermined state. You may make it.
  • the parameter data of the second game object is set to the first predetermined state.
  • the user can be motivated to do so, and the user can be provided with an interest in selecting an option in consideration of the parameter data of the second game object being in a predetermined state.
  • each of the second game objects may be associated with at least one of a plurality of group identification information (a plurality of rival teams).
  • the reward granting means (160) is associated with one group identification information among the plurality of group identification information among the plurality of second game objects in which the parameter data is in the first predetermined state. The reward may be given to the user when all of the second game objects or more than the second number of the second game objects are included.
  • the parameter data of all the second game objects associated with one group identification information or more than the reference number of second game objects are in the first predetermined state. Since the reward is given to the user, all the second game objects associated with the one group identification information or the parameter data of the second game object equal to or more than the reference number are in a first predetermined state.
  • the user can select an option in consideration of the parameter data of all the second game objects associated with one group identification information or the second game object of a reference number or more being in a predetermined state. The interest of selecting can be provided to the user.
  • it may further include a limiting means (150) for limiting associating the second game object whose parameter data is in the first predetermined state with the option.
  • the second changing means changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state, the parameter data is in the first predetermined state.
  • the subsequent second game object will not be useful for changing the second parameter data.
  • the second game object after the parameter data is in the first predetermined state is associated with the option. Therefore, when selecting an option, there is no need to consider the second game object that is no longer useful for changing the second parameter data.
  • a plurality of first parameters may be set in the first game object.
  • the first parameter data may be data related to the plurality of first parameters.
  • the first changing means (131) sets at least one of the plurality of first parameters as a change target based on the second game object associated with the selected option, and the change target The first parameter set as may be changed.
  • At least one of the plurality of first parameters is set as the change target based on the second game object associated with the selected option, and is set as the change target. Since the first parameter changes, when selecting an option, it is necessary to consider that a desired first parameter of the plurality of first parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired first parameter of the plurality of first parameters is a change target.
  • a plurality of second parameters may be set for the first game object.
  • the second parameter data may be data related to the plurality of second parameters.
  • the second changing means (132) sets at least one of the plurality of second parameters as a change target based on the second game object associated with the selected option, and the change target The second parameter set as may be changed.
  • At least one of the plurality of second parameters is set as a change target based on the second game object associated with the selected option, and is set as the change target. Since the second parameter changes, when selecting an option, it is necessary to consider that a desired second parameter of the plurality of second parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired second parameter of the plurality of second parameters is to be changed.
  • the accepting unit (110) may accept selection of an option from the plurality of options at each of a plurality of selection opportunities.
  • the associating means (120) when the second game object is not associated with the option selected at the first selection opportunity, selecting means for selecting one or a plurality of second game objects based on the option. (121), and associating the second game object selected by the selection means (121) with at least one of the plurality of options in the second selection opportunity after the first selection opportunity,
  • the first changing means (131) changes the first parameter data based on the option selected at the second selection opportunity, and the second changing means (132) is selected at the second selection opportunity.
  • the second parameter data may be changed based on the selected option.
  • the second game object when the second game object is not associated with the option selected at the first selection opportunity, one or more second game objects are selected based on the option, Since the selected second game object is associated with at least one of the plurality of options in one or more second selection opportunities after the first selection opportunity, the user selects in the first selection opportunity. Depending on the option, it becomes possible to participate in the selection of the second game object associated with the option in the second selection opportunity after the first selection opportunity.
  • the plurality of options may include options associated with one or more third game objects (for example, event characters).
  • the selection means (121) has a number corresponding to the number of the third game objects associated with the option. The second game object may be selected.
  • the number of second game objects corresponding to the number of third game objects associated with the option selected at the first selection opportunity is selected, and the selected second game object is selected.

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Abstract

L'invention concerne une unité d'association (120) qui associe un ou plusieurs seconds objets de jeu à au moins une option parmi une pluralité d'options. Une première unité de modification (131) modifie des premières données de paramètre d'un premier objet de jeu sur la base d'une option sélectionnée. Une seconde unité de modification modifie des secondes données de paramètre du premier objet de jeu sur la base de l'option sélectionnée. Une unité de commande de modification (140) augmente l'ampleur de la modification dans les unes ou les autres des premières données de paramètre et des secondes données de paramètre, et réduit l'ampleur de la modification dans les autres, sur la base du nombre de seconds objets de jeu associés aux options.
PCT/JP2019/020132 2018-05-31 2019-05-21 Système de jeu, dispositif de commande de jeu et programme WO2019230501A1 (fr)

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JP6327726B1 (ja) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム

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JP5528495B2 (ja) * 2012-04-26 2014-06-25 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲーム制御方法、ゲームプログラムおよびゲームシステム
JP6296508B2 (ja) * 2015-06-18 2018-03-20 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム
JP6124268B2 (ja) * 2015-09-11 2017-05-10 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム

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JP6327726B1 (ja) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム

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