WO2022201643A1 - Game system, processing method, and information storage medium - Google Patents

Game system, processing method, and information storage medium Download PDF

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Publication number
WO2022201643A1
WO2022201643A1 PCT/JP2021/044422 JP2021044422W WO2022201643A1 WO 2022201643 A1 WO2022201643 A1 WO 2022201643A1 JP 2021044422 W JP2021044422 W JP 2021044422W WO 2022201643 A1 WO2022201643 A1 WO 2022201643A1
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WO
WIPO (PCT)
Prior art keywords
opponent
game
subject
selection
processing unit
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PCT/JP2021/044422
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French (fr)
Japanese (ja)
Inventor
徹 ▲高▼橋
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株式会社バンダイナムコエンターテインメント
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Publication of WO2022201643A1 publication Critical patent/WO2022201643A1/en

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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
    • A63F13/50Controlling 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
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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

Definitions

  • the present invention relates to game systems, processing methods, information storage media, and the like.
  • Patent Literature 1 discloses a game system in which each team selects characters one by one in a predetermined order in a competitive game in which teams compete against each other to determine the composition of the team.
  • the strategy of the battle depends on which characters and other gameplay elements are selected by the subject of the battle, such as a team, before the start of the game.
  • the settings (conditions) for selecting game play elements are fixed, and it has not been possible to realize the selection of game play elements rich in strategy and development.
  • One aspect of the present disclosure is a game processing unit that performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game.
  • a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the battle game; and a display process of the competition game. and a display processing unit, wherein the selection processing unit is configured to, when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the game play element, the second opponent subject.
  • Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
  • a first opponent entity can use abilities to change predetermined settings in the selection of gameplay elements for a second opponent entity.
  • the first opponent subject can influence the selection of game play elements of the second opponent subject, which is the opponent, and the game system can realize the selection of game play elements rich in strategy and development. etc. can be provided.
  • the predetermined setting is a setting of the order of selection of game play elements
  • the selection processing unit when the first opponent subject issues the change instruction based on the ability, , the selection order of the game play elements of the second opponent subject may be changed.
  • the first opponent subject can use the ability to change the selection order when the second opponent subject selects gameplay elements.
  • the predetermined setting is a setting to display a game play element in a hidden state
  • the selection processing unit causes the first opponent subject to perform the change instruction based on the ability. is performed, the game play element set to the non-display state by the second opponent subject may be changed to the display state.
  • the display state and the non-display state of the game play elements allow the first opponent to visually recognize part or all of the information of the game play elements of the second opponent subject. , may be in a state of being invisible.
  • part of the information about the second opponent-based gameplay element may be changed from the hidden state to the displayed state.
  • the predetermined setting is a setting that makes a selectable gameplay element unselectable
  • the selection processing unit causes the first opponent subject to issue the change instruction based on the ability. In this case, even if the setting is made such that at least one of the plurality of gameplay elements cannot be selected when the second opponent subject selects a gameplay element to be used from among the plurality of gameplay elements. good.
  • the predetermined setting is a setting to deselect a selected game play element
  • the selection processing unit causes the first opponent subject to change the change instruction based on the ability. is performed, the game play element selected by the second opponent subject is set to the deselected state, and after setting the deselected state, the second opponent subject is given an opportunity to select the game play element. It may be set to allow the gameplay element to be selected again.
  • the selection processing unit may change the predetermined setting on condition that the first opponent subject consumes predetermined game parameters.
  • the selection processing unit may perform a process of changing the amount of consumption of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied. .
  • the predetermined condition is a condition based on a compatibility relationship between a game play element of the first opponent subject and a game play element of the second opponent subject
  • the selection processing unit The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on the compatibility relationship is satisfied.
  • the predetermined condition is a condition based on a strength difference between the first battle subject and the second battle subject
  • the selection processing unit determines the predetermined condition based on the strength difference.
  • the consumption required for changing the predetermined setting may be changed if a condition is met.
  • the predetermined condition is a condition based on a usage history of gameplay elements of the first opponent subject or the second opponent subject
  • the selection processing unit includes The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on is satisfied.
  • a notification unit may be included that, when the ability is used by the first opponent subject, notifies the second opponent subject that the ability has been used.
  • Good a computer may function as a notification unit.
  • the selection processing unit when the second opponent subject receives the notification and performs a predetermined operation, causes the first opponent subject to use part of the ability or A process of prohibiting all may be performed.
  • the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance.
  • one aspect of the present disclosure is a game process for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game; a selection process for allowing each of the plurality of opponent subjects to select a game play element to be used in the battle game by each of the opponent subjects; and a display process of the battle game, wherein the selection process includes: A process of changing a predetermined setting when the second opponent subject selects a gameplay element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the gameplay element. related to the processing method for
  • one aspect of the present disclosure is game processing for performing game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game.
  • a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the battle game; and a display process of the competition game.
  • the display processing unit stores a program that causes a computer to function, and the selection processing unit, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or game play element, , a computer-readable information storage medium that performs a predetermined setting change process when the second opponent subject selects a game play element.
  • 1(A) to 1(F) are explanatory diagrams of a hardware device that implements the game system of this embodiment.
  • 4 is a flowchart for explaining processing of the embodiment;
  • 4 is a flowchart for explaining detailed processing of the embodiment;
  • 6A to 6C are explanatory diagrams of a method for changing the setting of the order of selection of game play elements.
  • 7(A) and 7(B) are explanatory diagrams of a method for changing the setting of game play elements in a non-display state to a display state. Explanatory diagram of a method for changing the setting of a selectable gameplay element to be unselectable.
  • 4 is a flow chart describing processing for changing the setting of a selected gameplay element to a deselected state.
  • 10(A) and 10(B) are explanatory diagrams of a method for changing the setting of a selected game play element to a deselected state.
  • 5 is a flowchart for explaining processing for changing settings for selection of game play elements on the condition that game parameters are consumed;
  • 4 is a flowchart for explaining a process of determining a predetermined condition for changing the amount of consumption of game parameters;
  • 5 is a flow chart describing the process of notifying when an ability to change gameplay elements is used.
  • a server system 500 (information processing system) is connected to terminal devices TM1 to TMn via a network 510 for communication.
  • the server system 500 is a host, and the terminal devices TM1-TMn are clients.
  • the game system and its processing of this embodiment may be implemented by the server system 500, or may be implemented by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
  • the game system and processing of this embodiment can also be realized using a blockchain technique.
  • a program called a smart contract that can be executed on Ethereum may be used to execute each process of the game system of this embodiment.
  • the terminals TM1-TMn are connected peer-to-peer.
  • Various types of information such as game information communicated between the terminal devices TM1 to TMn are transferred using blockchain.
  • each of the terminal devices TM1 to TMn is hereinafter referred to as a terminal device TM as appropriate.
  • the server system 500 can be realized by, for example, one or more servers (management server, game server, billing server, service providing server, content distribution server, authentication server, database server, communication server, etc.).
  • This server system 500 can provide various services for operating community websites and online games, manage data necessary for game execution, and distribute client programs and various data.
  • the network 510 (distribution network, communication line) is a communication path using, for example, the Internet or a wireless LAN.
  • Communication networks such as networks, cable networks, and wireless LANs can be included. Also, the communication method may be wired or wireless.
  • the terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function).
  • Examples of these terminal devices TM include a home-use game device (stationary type) shown in FIG. 1B, a portable communication terminal such as a smart phone and a mobile phone shown in FIG.
  • Various devices such as a portable game device, an arcade game device shown in FIG. 1E, or an information processing device such as a personal computer (PC) or a tablet PC shown in FIG. 1F can be used.
  • a wearable device HMD, watch-type device, etc.
  • the terminal device TM may be used as the terminal device TM.
  • Fig. 2 shows a configuration example of the game system of this embodiment.
  • the configuration of the game system is not limited to that shown in FIG. 2, and various modifications such as omitting some of its components (each part) or adding other components are possible.
  • the battle game realized by the game system of this embodiment may be a many-to-many battle. It can be a one-on-many (one-to-many enemy) match, a many-to-one (multiple allies against multiple enemies) match, or a one-on-one match.
  • the opponent may be another player or an NPC (Non Player Character).
  • NPC Non Player Character
  • it may be a game in which a plurality of players form a party and cooperate to fight against NPC enemies.
  • an AI Artificial Intelligence
  • the AI-operated characters on the player side may be all or some of them.
  • the game system includes a processing unit 100, a storage unit 170, and a communication unit 196.
  • This game system can be realized, for example, by the server system 500 of FIG.
  • the processing unit 100 performs game processing, selection processing, notification processing, management processing, communication processing, display processing, or sound processing based on various information, programs, or operation information stored in the storage unit 170. etc.
  • Each process (each function) of this embodiment performed by each part of the processing unit 100 can be realized by a processor (a processor including hardware).
  • each process of this embodiment can be implemented by a processor that operates based on information such as a program and a memory that stores information such as the program.
  • the function of each section may be implemented by separate hardware, or the function of each section may be implemented by integrated hardware.
  • a processor includes hardware, which may include circuitry for processing digital signals and/or circuitry for processing analog signals.
  • the processor can be composed of one or more circuit devices (such as ICs) or one or more circuit elements (such as resistors and capacitors) mounted on a circuit board.
  • the processor may be, for example, a CPU (Central Processing Unit).
  • the processor is not limited to the CPU, and various processors such as GPU (Graphics Processing Unit) or DSP (Digital Signal Processor) can be used.
  • the processor may be a hardware circuit based on ASIC.
  • the processor may also include amplifier circuits, filter circuits, and the like that process analog signals.
  • the memory storage unit may be a semiconductor memory such as SRAM or DRAM, or may be a register.
  • it may be a magnetic storage device such as a hard disk device (HDD) or an optical storage device such as an optical disk device.
  • the memory stores computer-readable instructions, and the processes (functions) of each part of the processing unit 100 are realized by executing the instructions by the processor.
  • the instruction here may be an instruction set that constitutes a program, or an instruction that instructs a hardware circuit of a processor to operate.
  • the processing unit 100 includes a game processing unit 102, a selection processing unit 104, a notification unit 106, a management unit 118, a display processing unit 120, and a sound processing unit 130. Note that the configuration of the processing unit 100 is not limited to this, and various modifications such as omitting some of these components or adding other components are possible.
  • the game processing unit 102 performs various game processes for the player to play the game.
  • Game processing includes, for example, processing for starting a game when a game start condition is satisfied, processing for progressing a started game, processing for ending a game when a game end condition is satisfied, or a game such as game results. It is a process of calculating the result, and the like.
  • the game processing unit 102 can be realized by, for example, a game server. Specifically, for example, the game processing unit 102, the selection processing unit 104, the notification unit 106, the display processing unit 120, and the sound processing unit 130 can be realized by the game server.
  • the game processing unit 102 controls the progress of the game for each player by managing various types of player information.
  • Player information is stored in the player information storage unit 174 .
  • the game processing unit 102 causes the terminal device TM to display a web page that constitutes a website that provides a game service, in response to a request from the terminal device TM.
  • a web page is displayed by a web browser provided in the terminal device TM.
  • the game processing unit 102 transmits new HTML data corresponding to the hyperlink to the terminal device TM, and the terminal device TM displays the web page based on the new HTML data.
  • a page is displayed.
  • the web pages are sequentially provided to the terminal device TM by the game processing unit 102 in accordance with the player's operation, so that the game can be progressed based on the player's operation on the terminal device TM. .
  • each of the terminal devices TM performs processing for generating a game image such as a CG image, so that the game image is displayed on the display section of the terminal device TM.
  • the selection processing unit 104 performs selection processing for game play elements.
  • the notification unit 106 performs various notification processes for the opponent subject. Details of the selection processing unit 104 and the notification unit 106 will be described later.
  • the management unit 118 performs, for example, player authentication processing. For example, a terminal device is used to authenticate a player who has logged in. This authentication processing is performed based on, for example, a password or account information entered by the player.
  • the management unit 118 also performs various billing processes. For example, it performs charging determination processing, charging data creation processing, storage processing, and the like.
  • the management unit 118 also performs various management processes. For example, it performs management processing of various services and management processing of various information.
  • the management unit 118 can be implemented by, for example, a management server.
  • the player performs a predetermined procedure to acquire an account.
  • the player can play network games, use services on game sites, online shopping for items, exchange messages with other players, make friends, and so on. You will be able to use various services such as player registration.
  • the management unit 118 also manages such player account information.
  • the display processing unit 120 performs processing for displaying an image on the display unit of the terminal device TM.
  • image generation data HTML data or the like
  • the display unit of the terminal device TM can be implemented by, for example, an LCD, an organic EL display, a CRT, or an HMD.
  • the sound processing unit 130 performs processing for outputting sound from the sound output unit of the terminal device TM. For example, it generates sound generation data for generating the sound (voice, game sound, effect sound).
  • a sound output unit of the terminal device TM can be realized by a speaker, headphones, or the like.
  • the terminal device TM has an operation unit.
  • the operation unit is for the player, who is the user, to input various information such as operation information, and its functions include operation buttons, direction keys, analog sticks, levers, various sensors (angular velocity sensor, acceleration sensor, etc.). etc.), a microphone, or a touch panel display.
  • a touch panel type display When a touch panel type display is used, a touch panel serving as an operation section and a display section serving as a display are provided integrally.
  • the storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function can be realized by a semiconductor memory, HDD, SSD, optical disk device, or the like.
  • the storage section 170 includes a game play element information storage section 172 and a player information storage section 174 .
  • the game play element information storage unit 172 stores various information about game play elements.
  • the game play element information storage unit 172 stores parameter information, type information, image information, or the like of game play elements.
  • the player information storage unit 174 stores various information about the player who is the user.
  • the player information storage unit 174 stores the player's personal information (name, sex, date of birth, email address, etc.) as player information (user information).
  • player account information player ID
  • billing information for billing processing is associated with each account information of each player.
  • the communication unit 196 communicates with an external device, and its function can be realized by hardware such as communication ASIC or communication processor, or communication firmware.
  • the communication unit 196 which is a communication interface, performs various communication processes for communicating with the terminal devices TM (TM1 to TMn) via the network 510.
  • FIG. 1 ASIC or communication processor, or communication firmware.
  • the game system in FIG. 2 performs each process of the present embodiment based on the program of the present embodiment.
  • This program is a program (a program for causing the computer to execute the processing of each unit) for functioning a computer (a device including an operation unit, a processing unit, a storage unit, and an output unit) as each unit of the present embodiment.
  • This program is stored in, for example, an information storage medium. That is, the game system of this embodiment performs various processes of this embodiment based on the program (data) stored in the information storage medium.
  • Information storage media which are computer-readable media, store programs and data, and their functions can be realized by optical discs, HDDs, semiconductor memories, and the like.
  • a program (data) for causing a computer to function as each part of the present embodiment may be distributed via a network from an information storage medium possessed by a server system (host device).
  • server system host device
  • the use of information storage media by such server systems can also be included within the scope of this embodiment.
  • the game system (server system) of this embodiment includes a game processing unit 102, a selection processing unit 104, and a display processing unit 120. Further, the program of this embodiment causes the computer to function as the game processing unit 102 , the selection processing unit 104 and the display processing unit 120 .
  • the game processing unit 102 performs game processing for a battle game played by opponent subjects. For example, the game processing unit 102 performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a competitive game. For example, the game processing unit 102 performs processing for starting the competitive game when the conditions for starting the competitive game are satisfied, processing for proceeding with the started competitive game, and ending the competitive game when the conditions for ending the competitive game are satisfied. processing, or processing for calculating the result of the battle game.
  • a competition subject is a competition subject in a competition game, and is, for example, a team or a player. A team is also called a group.
  • the team is composed of, for example, a plurality of players who play cooperatively.
  • a match is played between a first team consisting of a plurality of players as a first opponent and a second team consisting of a plurality of players as a second opponent.
  • game play elements such as characters and cards used by each player of the first team
  • game play elements such as characters and cards used by each player of the second team are used to compete.
  • a game is played.
  • a plurality of players who constitute the opponent subject may include a player who acts by computer processing such as AI processing.
  • the opponent is an individual player, the player uses a plurality of game play elements such as a plurality of characters and a plurality of cards.
  • a plurality of game play elements such as a plurality of characters and a plurality of cards used by the first player who is the subject of the first battle, and a plurality of characters used by the second player who is the subject of the second battle.
  • a battle game is played using a plurality of game play elements such as cards.
  • the selection processing unit 104 performs selection processing of game play elements used by each opponent subject. For example, the selection processing unit 104 performs selection processing for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the competition game. For example, the selection processing unit selects a game play element used in the battle game by the first subject and a game play element used in the battle game by the second subject.
  • a gameplay element is an electronic character, card, item, skill, avatar, or the like, and is an element of a player's gameplay in a game.
  • Gameplay elements are also referred to as game media.
  • the game processing unit 102 performs game processing such as progress processing of a competitive game performed using the electronic game play elements.
  • the game processing unit 102 performs game processing of a competitive game using a plurality of game play elements possessed by a first opponent subject and a plurality of game play elements possessed by a second opponent subject.
  • the selection processing unit 104 performs selection processing of game play elements used by each of the first battle subject and the second battle subject in such a battle game.
  • the display processing unit 120 performs display processing for the competitive game. For example, the display processing unit 120 performs a process of displaying a game image for playing a battle game by each of the first opponent subject and the second opponent subject. For example, when the subject of the competition is a team, the display processing unit 120 performs processing for displaying a game image of the competition game on the terminal devices of the players forming the team. Further, the display processing unit 120 performs processing for displaying a game image of the competitive game on the terminal device of the player when the subject of the competition is the player.
  • the selection processing unit 104 performs processing for changing predetermined settings when selecting game play elements. For example, the selection processing unit 104, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or the ability of the gameplay element, the second opponent subject selects a gameplay element. change processing of the predetermined setting of . For example, the selection processing unit 104 determines that the predetermined setting when the second opponent subject selects the gameplay element is based on the ability of the first opponent subject or the ability of the gameplay element of the first opponent subject, and the first selection processing that can be changed depending on the subject of the match.
  • a predetermined setting (predetermined condition) when selecting a gameplay element is, for example, a controllable (processable) setting (condition) in the selection process of the gameplay element, and for example, a setting to be processed in the selection process. and so on.
  • the predetermined settings include setting the order in which gameplay elements are selected, setting hidden gameplay elements to be displayed, setting selectable gameplay elements to be unselectable, or setting selected gameplay elements to be unselectable. It is a setting for deselecting.
  • the ability of the first opponent subject data such as an ability flag indicating that the first opponent subject has the ability is stored in the storage unit 170 in association with the information of the first opponent subject, for example.
  • the abilities of gameplay elements data such as ability flags indicating that the gameplay elements have the abilities are stored in the storage unit 170 in association with the information of the gameplay elements, for example.
  • the abilities of the gameplay elements of the first opponent are, for example, the abilities of the gameplay elements possessed or used by the first opponent.
  • the change instruction may be performed by the first opponent subject's operation of the change instruction, or, for example, by the first opponent subject using or equipping the game play element. good too.
  • the predetermined setting is, for example, the order in which gameplay elements are selected.
  • the selection processing unit 104 changes the selection order of the game play elements of the second opponent subject when the first opponent subject issues a change instruction based on the ability.
  • the selection order is, for example, the order in which game play elements are selected between the first opponent and the second opponent.
  • the change in the selection order is, for example, not allowing the second opponent to select a game play element even though it is the selection order of the second opponent, or not allowing the second opponent to select a game play element even though it is not the selection order of the second opponent. For example, let the opponent subject select a game play element.
  • the selection order may be changed in a random order.
  • the predetermined setting is, for example, a setting to display a hidden game play element.
  • the selection processing unit 104 changes the game play element set to the non-display state by the second opponent subject to the display state when the first opponent subject issues a change instruction based on the ability.
  • the second opponent can set the gameplay elements to a hidden state to hide the gameplay elements that he or she uses.
  • the selection processing unit 104 sets the second opponent subject, which has been set to the non-display state, to the display state.
  • the player who constitutes the first opponent subject can visually recognize the game play elements of the second opponent subject set in the non-display state.
  • the display state and non-display state of game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent.
  • the gameplay element is a character or a card
  • the image or name of the character or card may be set to a display state or a non-display state.
  • the predetermined setting is, for example, a setting that makes a selectable gameplay element unselectable. Then, the selection processing unit 104 selects a game play element to be used by the second opponent subject from among the plurality of game play elements when the first opponent subject issues a change instruction based on the ability. Make settings that make at least one of the gameplay elements of the game unselectable. For example, during normal times, the second opponent subject can freely select a game play element to use from a plurality of game play elements that are selection candidates. When the first opponent gives a change instruction, the selection processing unit 104 sets at least one of the plurality of game play elements that are normally selectable to be unselectable.
  • the gameplay element may be deleted from a plurality of gameplay elements that are candidates for selection, hidden on the gameplay element selection screen, changed to a different display mode on the gameplay element selection screen, or Even when the second opponent performs a selection operation for the game play element, the selection operation is not accepted.
  • the predetermined setting is, for example, a setting that deselects the selected gameplay element. Then, the selection processing unit 104 sets the game play element selected by the second opponent subject to a deselected state when the first opponent subject issues a change instruction based on the ability. After setting the deselected state, the selection processing unit 104 sets an opportunity for the second opponent subject to select a game play element, and causes the second opponent subject to select the game play element again. For example, the selection processing unit 104 cancels the selection state of the gameplay element selected by the second opponent subject from among the selection candidate gameplay elements. After that, the selection processing unit 104 sets a game play element selection opportunity to cause the second opponent subject to select the game play element again.
  • the selection order of the game play elements is changed to the order of the second opponent subject, thereby giving the second opponent subject an opportunity to select the game play elements. Then, when the second opponent subject selects a gameplay element, the selected gameplay element becomes a substitute gameplay element for the game play element set to the deselected state.
  • the selection processing unit 104 performs a predetermined setting change process on the condition that the first opponent subject consumes predetermined game parameters. For example, in order to change a predetermined setting when selecting a game play element for the second opponent subject, a cost of consuming predetermined game parameters is required, and an instruction to change the predetermined setting is not given recklessly. make it
  • a game parameter is a parameter used for game processing.
  • the predetermined game parameter may be a parameter prepared for activating an ability to change a predetermined setting, or may be a status parameter for the first opponent, such as hit points or magic points. good.
  • consumption of a predetermined game parameter may be consumption of billing points such as use of billing items.
  • the selection processing unit 104 also performs processing to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, the selection processing unit 104 performs processing for changing the amount of consumption of a predetermined game parameter necessary for changing predetermined settings. For example, the amount of consumption of a predetermined game parameter required to change a predetermined setting is not constant, and the selection processing unit 104 determines whether a predetermined condition is satisfied based on the compatibility relationship between opponent subjects, the difference in strength, or the usage history of game play elements. change the consumption required to change a given setting, if so.
  • the amount of consumption of predetermined game parameters which is the cost required to change predetermined settings, is reduced, making it easier for the first opponent subject to change predetermined settings based on their abilities.
  • the selection processing unit 104 causes the predetermined game parameter to be consumed with the changed consumption amount when an instruction to change the predetermined setting is received, and changes the predetermined setting. .
  • the predetermined condition is a condition based on the compatibility relationship between the gameplay elements of the first competition subject and the gameplay elements of the second competition subject. Then, the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the compatibility relationship is satisfied.
  • the affinity relationship can be determined based on, for example, status parameters such as ability parameters and skill parameters of gameplay elements of the first competition subject and status parameters such as ability parameters and skill parameters of gameplay elements of the second competition subject. .
  • compatibility parameters may be separately set between a plurality of gameplay elements, and based on this compatibility parameter, the compatibility relationship between the first competition-oriented gameplay element and the second competition-oriented gameplay element may be determined. good.
  • the selection processing unit 104 for example, when the gameplay element selected by the second opponent subject has a poor compatibility with the game play element of the first opponent subject (when the affinity is disadvantageous to the second opponent subject) reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability. Also, the selection processing unit 104 selects the increases the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
  • the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent.
  • the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the strength difference is satisfied.
  • the difference in strength between the first opponent and the second opponent is, for example, a game rank difference, a game level difference, an experience value difference, or an ability parameter of a gameplay element used between the first opponent and the second opponent main. can be determined based on the difference between Then, the selection processing unit 104 determines the amount of consumption required to change the predetermined settings when there is a relationship of strength difference such that the strength of the first opponent subject is lower than that of the second opponent subject, for example. Decrease.
  • the selection processing unit 104 increases the amount of consumption required to change the predetermined setting when there is a difference in strength such that the strength of the first opponent subject is higher than that of the second opponent subject. Let This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
  • the predetermined condition is, for example, a condition based on the usage history of the game play elements of the first opponent subject or the second opponent subject. Then, the selection processing unit 104 changes the amount of consumption required to change the predetermined setting when a predetermined condition based on the usage history is satisfied.
  • the usage history of gameplay elements is the number of times the gameplay elements are used, the frequency of use, or the trend of usage. For example, the number of times of use is the number of times the game play element is used by the opponent, and the frequency of use is the frequency of use of the game play element by the opponent.
  • the usage tendency is, for example, a tendency regarding what type of gameplay element the opponent has used in the past.
  • the usage history of gameplay elements can be determined based on log information or the like recorded when the opponent uses the gameplay elements.
  • the selection processing unit 104 tries to select a favorite gameplay element or the like, such as a type that the second opponent subject has used many times, has a high frequency of use, or prefers to use. If so, it reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability.
  • the selection processing unit 104 attempts to select a game play element or the like that is not a favorite, such as a type in which the second opponent subject has a low number of uses, a low frequency of use, or a type that does not use it very much. If so, increase the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
  • the game system also includes a notification unit 106 (the computer functions as the notification unit 106). Then, when the ability is used by the first opponent subject, the notification unit 106 notifies the second opponent subject that the ability has been used. For example, the notification unit 106, when the first opponent subject issues a change instruction to change a predetermined setting based on the ability of the first opponent subject or gameplay element, sends a notification to that effect to the second player. against the opposing subject.
  • the notification may be, for example, notification using a notification screen, notification by displaying a display object such as a predetermined icon, or notification by sound.
  • the selection processing unit 104 performs processing to prohibit some or all of the use of abilities by the first opponent subject when the second opponent subject receives the above notification and performs a predetermined operation. For example, when the first opponent subject notifies the second opponent subject that the ability to change a predetermined setting has been used, the selection processing unit 104 receives the second opponent subject's predetermined accept the operation. Then, when the second opponent subject performs a predetermined operation, the selection processing unit 104 performs an ability use prohibition process that prohibits part or all of the use of the ability by the first opponent subject. For example, the selection processing unit 104 performs the ability use prohibition process when the second opponent subject pays a cost equal to or greater than the cost required to use the ability of the first opponent subject.
  • the selection processing unit 104 performs an ability usage prohibition process when the second opponent subject consumes a predetermined game parameter equal to or greater than the consumption amount of the first opponent subject.
  • the game system and processing of the present embodiment shown in FIG. 2 described above can be realized in various ways, such as by the server system 500 shown in FIG. Implementation is possible.
  • various programs such as application programs for smartphones, game programs for home-use game devices, game programs for PCs, browser game programs for smartphones and PCs, and programs for arcade game devices. Applicable.
  • the game play element is a game character.
  • the gameplay elements may be cards in a card-fighting game.
  • the gameplay elements may be items and skills, and the technique of this embodiment can be applied to the process of selecting an item or skill to be used from among a plurality of selectable items or skills by the opponent.
  • the subject of competition is, for example, a team composed of a plurality of players will be mainly described as an example, but the present embodiment is not limited to this, and the subject of competition may be an individual player. .
  • FIG. 3 is an example of a screen for selecting a character, which is a gameplay element. This selection screen is also called a character pick screen.
  • This selection screen is also called a character pick screen.
  • an online competitive game is played between team A, which is the first subject of competition, and team B, which is the second subject of competition.
  • team A and team B is composed of, for example, a plurality of players, and a character to be used by each player of team A is selected on the character selection screen as shown in C1 of FIG.
  • characters CA1 to CA5 are selected as characters used by the first to fifth players forming team A.
  • FIG. also, as shown in C1 of FIG. 3, a character to be used by each player of team B is selected on this character selection screen.
  • characters CB1 to CB5 are selected as characters used by the sixth to tenth players forming team B.
  • character selection has been completed up to characters CA1 and CA2 for team A, as indicated by C1.
  • character selection has been completed for team B up to characters CB1 and CB2.
  • the characters of each team are selected (picked) in a predetermined selection order, such as team A, team B, team A, team B, and so on.
  • the team selection order is automatically set by, for example, a computer.
  • the strategy of the battle depends on which characters and other game play elements are selected by the subject of the battle, such as the team and the players, before the battle game starts. For this reason, the selection of game play elements by the opponent subject is an important aspect that affects the progress of the game. Therefore, in this embodiment, the order of selecting gameplay elements is changed or hidden selected gameplay elements are changed based on the abilities of the opponents such as teams and players, or the abilities of gameplay elements such as characters and cards. Force disclosure, eliminate selectable gameplay elements, or allow opponents to deselect selected gameplay elements. By doing so, it becomes possible to disturb the strategy regarding the selection of the game play elements such as the opponent's opponent characters, and it is possible to realize the selection of the game play elements that are rich in development and full of realism.
  • team A which is the first competition subject, issues an instruction to change a predetermined setting
  • team A which is the first competition subject
  • issues an instruction to change a predetermined setting will be mainly described as an example. It is possible to give an instruction to change a predetermined setting when selecting an element.
  • the method of the present embodiment will mainly be described by taking as an example a case in which two opponents play a battle game, such as a first opponent and a second opponent.
  • the method of the present embodiment can also be applied to the case where three or more opponent subjects participate in a competitive game, such as two opponent subjects and a third opponent subject.
  • FIG. 4 is a flowchart for explaining the processing of this embodiment.
  • the game system displays a selection screen for game play elements (step S1). For example, a character selection screen as shown in FIG. 3 is displayed.
  • the game system then executes a game play element selection process (step S2).
  • the game system executes a selection process in which the opponent subject selects game play elements in a predetermined selection order such as team A, team B, team A, team B, and so on.
  • the game system determines whether or not the first opponent subject has issued a change instruction based on the ability of the first opponent subject or the game play element (step S3).
  • the players of team A who are the first opponents, issue instructions to change predetermined settings when selecting game play elements based on their abilities (skills). Decide whether you went or not.
  • the game system determines whether or not an instruction to change a predetermined setting has been issued based on the ability of the game play element such as the character or item possessed or equipped by the first opponent subject. Then, in the game system, when a change instruction is given, the second opponent subject performs a predetermined setting change process when selecting a game play element (step S4).
  • the game system performs a process of changing the selection order of game play elements, a process of changing a display state, and the like, as the process of changing predetermined settings. Then, the game system determines whether or not the selection of the game play elements has been completed (step S5), returns to step S2 if not completed, and terminates the process if completed.
  • the first opponent subject, the second opponent subject, and the like perform the game processing for playing the battle game, and the game play elements used by each opponent subject in the battle game are set for each battle.
  • a selection process is performed to allow the subject to make a selection.
  • the second change processing of a predetermined setting when the opponent subject selects a game play element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the ability of the game play element, the second change processing of a predetermined setting when the opponent subject selects a game play element. That is, it is possible to change a predetermined setting associated with the selection of game play elements. In this way, the first opponent can use the ability to change the predetermined settings associated with the selection of gameplay elements for the second opponent.
  • FIG. 5 is a flowchart explaining detailed processing of this embodiment.
  • the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is the selection order of game play elements (step S11). Then, in the case of such settings, the game system changes the selection order of the game play elements of the second opponent (step S12). For example, the default selection order set by the computer is changed to a different selection order. Also, the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting to display a hidden game play element (step S13). Then, in the case of such settings, the game system changes the game play element set to the non-display state by the second opponent subject to the display state (step S14).
  • the game play elements of the second opponent that the second opponent set to be hidden in order to be hidden from the first opponent are set to be displayed.
  • the game system also determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that disables the selectable game play elements (step S15).
  • the game system selects at least one of the plurality of gameplay elements when the second opponent subject selects a gameplay element to use from the plurality of gameplay elements. It is set to disabled (step S16). For example, when the second opponent subject selects a game play element, the second opponent subject cannot select at least one game play element among a plurality of game play elements that are candidates for selection.
  • the predetermined setting is the setting of the order of selection of game play elements.
  • the selection order of the game play elements of the second opponent subject is changed.
  • the first opponent can use the ability to change the order in which the second opponent chooses game play elements.
  • a first competing entity can influence the selection of gameplay elements of a second competing entity that govern the strategy of the competitive game.
  • FIG. 6(A) shows the default normal selection order for Team A, which is the first opponent, and Team B, which is the second opponent.
  • characters are selected by draft pick.
  • team A first selects character CA1, which is the first character, and then team B selects character CB1, which is the first character. That is, each of team A and team B selects a desired character from a plurality of characters CS1, CS2, CS3, CS4, . . . displayed in C3 of FIG.
  • Team A selects its second character, character CA2, and team B then selects its second character, character CB2.
  • the characters of team A and team B are selected in the order of characters CA3, CB3, CA4, CB4, CA5 and CB5.
  • Team A the first opponent, activates its ability (skill) to change the selection order of Team B, the second opponent. That is, in FIG. 6A, team B was able to select character CB2 in the fourth selection order, whereas in FIG. Having selected character CA3, team B selects character CB2 in the fifth selection order, as shown at D2. That is, the selection order of team B is moved down by one and skipped. In this way, if team A wishes to select a character before team B among the selection candidates shown in C3 of FIG. By moving down as shown in , a desired character can be selected, and the battle game can be advanced advantageously.
  • Team A activates its ability and changes the selection order of Team B. That is, in FIG. 6A, team A selects the character CA3 in the fifth selection order, whereas team B selects the character CA3 in the fifth selection order in FIG. selects the character CB3. Team B selects characters CB4 and CB5 in the sixth and seventh times, and team A selects characters CA3, CA4 and CA5 in the eighth, ninth and tenth times. That is, the selection order of team B is advanced so that the characters can be selected continuously. By advancing the selection order of team B in this way, team A allows team B to select a character first, and after confirming the character selected by team B, team A can select its own character. For example, team A can select a character that is compatible with the character selected by team B and has a high probability of winning, thereby making it possible to proceed with the competitive game in an advantageous manner.
  • the ability to change a predetermined setting can be used by, for example, a player of Team A by activating the ability.
  • the predetermined setting is changed.
  • the ability to change predetermined settings may be activated by using team A characters or items.
  • a first player may be allowed to freely determine the order in which gameplay elements are selected for a second player. That is, the first opponent subject may be allowed to freely determine the order in which the game play elements of the second opponent subject should be selected.
  • the selection of the gameplay elements of the second opponent subject can be made after the selection of all the gameplay elements of the first opponent subject is completed, or conversely, all the games of the second opponent subject can be selected.
  • the play element is selected first, and then the first opponent subject is allowed to select the game play element.
  • the first opponent subject can freely determine the order of selection of arbitrary game play elements of the second opponent subject.
  • the mode of changing the selection order of gameplay elements may be determined according to the abilities used by the first opponent subject. For example, the ability to move down one turn, the ability to move up one turn, the ability to move down the turn of a predetermined number of people by a predetermined number, the ability to move up the turn of a predetermined number of people by a predetermined number, etc.
  • the method of carry-over may be uniquely determined.
  • changing the selection order by using the ability may, for example, change the selection order to a random order.
  • the ability is used by the first opponent subject, the previously selected gameplay elements are deselected, all are shuffled, and game play elements for each team are randomly selected and determined. good too.
  • selection of gameplay elements by draft pick may be switched to selection of gameplay elements by blind pick.
  • the predetermined setting is a setting to display the hidden game play element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element set to the non-display state by the second opponent subject is changed to the display state. In this way, the game play elements set in the non-display state by the second opponent subject are forcibly disclosed, and what kind of gameplay element the second opponent subject has selected is displayed by the first player. It is possible to visually recognize the opponent.
  • team A uses the setting change ability to change the character CB3, which was set to the hidden state by team B, to the displayed state.
  • team A can recognize what kind of character the character CB3 selected by team B is, and can make an effective strategy for fighting against this character CB3.
  • team A can confirm the displayed character CB3 of team B and select a character that is compatible with the character CB3, thereby making it possible to advance the battle game advantageously.
  • the display state and non-display state of the game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent.
  • the image of the character CB3 is changed from the non-display state to the display state, but the present invention is not limited to this.
  • the status, equipment items, skills, etc. of the character CB3 may be changed from the non-display state to the display state.
  • the image of the character CB3 may remain hidden, and the status, equipment items, skills, etc. of the character CB3 may be changed from hidden to displayed, or vice versa.
  • team A can formulate a strategy for defeating character CB3.
  • the image of the character CB3 may remain in the non-display state, and the attribute of the character CB3 may be changed from the non-display state to the display state.
  • attributes such as short-distance type, long-distance type, swordsman type, or wizard type may be changed from hidden state to displayed state.
  • team A can formulate an effective strategy for winning against the character CB3.
  • the predetermined setting is a setting that disables selectable game play elements. Then, when the first opponent subject issues a change instruction based on ability, when the second opponent subject selects a gameplay element to use from among the plurality of gameplay elements, at least Set one to be unselectable. In this way, when the second opponent chooses a game play element, at least one of the plurality of candidate game play elements is made unselectable so that the second opponent cannot select it. it becomes possible to
  • team A and team B can select a desired character from the selection candidate characters CS1, CS2, CS3, CS4, .
  • team A uses abilities to disable team B from selecting characters CS2, CS3, for example.
  • team B cannot select characters CS2 and CS3 when selecting a desired character from the selection candidate characters.
  • Making a character unselectable is also called a character ban, but in this embodiment, team A is allowed to ban a character when team B selects a character based on their abilities. For example, a normal character ban is performed in advance before character selection is performed. to
  • disabling the selection of gameplay elements such as disabling the selection of specific attributes or specific types of gameplay elements, or disabling the selection of gameplay elements belonging to a specific group. may be disabled.
  • the display frame of the unselectable game play element may be filled with a predetermined color such as black.
  • the unselectable gameplay element may continue to be unselectable in the game after the ability is activated, or the second opponent-based gameplay element when the ability is activated may be rendered unselectable. It may be made unselectable only at the time of selection. Also, as shown in FIG. 8, when a game play element such as a character becomes unselectable, the number of game play elements that are candidates for selection decreases. Adjustments may be made to the number of gameplay elements.
  • FIG. 9 is also a flowchart for explaining detailed processing of this embodiment.
  • the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that deselects the selected game play element (step S21). Then, when the game system determines that such settings are made, the game play element selected by the second opponent subject is set to a deselected state (step S22). For example, a setting is made such that the game play element selected by the second opponent is not selected. Then, an opportunity to select a game play element is set for the second opponent subject, and the game play element is selected again (step S23). For example, on the game play element selection screen, the second opponent subject selects a game play element to replace the deselected gameplay element.
  • the predetermined setting is a setting that deselects the selected gameplay element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element selected by the second opponent subject is set to a deselected state. After setting the deselected state, the second opponent subject is given an opportunity to select a game play element, and is made to select the game play element again. In this way, even when the second opponent selects a game play element, it is possible to cancel the selected state of the selected game play element so that it has not been selected. Then, it becomes possible to cause the second opponent subject to select a game play element to replace the game play element whose selection state has been canceled.
  • FIG. 10(A) team B has selected character CB3, but team A uses an ability to cancel the selected state of character CB3. This means that team B did not select character CB3.
  • FIG. 10(B) after the deselection of FIG. 10(A), team B is given an opportunity to select a character, and another character CB3 is selected again.
  • the character CB3 in FIG. 10A and the character CB3 in FIG. 10B are different characters having different abilities, statuses, appearances, and the like. That is, when selecting again, the character whose selection has been canceled cannot be selected.
  • team B may select a character with high ability, such as a special rank, or may select a character that is incompatible with the corresponding character of team A and may result in team A losing.
  • team A can proceed with the competitive game advantageously by allowing team A to cancel the selected state of the character selected by team B based on the ability.
  • FIG. 11 is a flow chart explaining the process of changing the settings for selecting game play elements on the condition that game parameters are consumed.
  • the game system determines whether or not the first opponent subject has given an instruction to change a predetermined setting (step S31). For example, it is determined whether an instruction to change a predetermined setting as described with reference to FIGS. 4 to 10B has been issued. Then, the game system determines whether or not a predetermined condition is satisfied when such settings are made (step S32). Then, when a predetermined condition is satisfied, the game system changes the amount of consumption of the predetermined game parameter necessary for changing the predetermined setting (step S33). Next, the game system consumes predetermined game parameters of the first opponent subject, and performs processing for changing predetermined settings (step S34). That is, the process of changing the predetermined settings for the game play element of the second battle subject is performed.
  • predetermined setting change processing is performed on the condition that the first opponent subject consumes predetermined game parameters.
  • predetermined game parameters For example, on the condition that points for activating abilities, game points such as hit points and magic points, and billing points are consumed, a change in a predetermined setting during the second battle-based gameplay element can be changed to the first player. Permission to the opponent subject.
  • Become As a result, for example, it is possible to prevent the game balance from collapsing due to the first opponent subject recklessly issuing an instruction to change a predetermined setting.
  • processing is performed to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, when a consumption amount change condition, which is a predetermined condition, is satisfied, the consumption amount required to change the predetermined setting is changed. By doing so, it is possible to change the amount of consumption of the predetermined game parameter required for the predetermined setting according to various situations. For example, by allowing the consumption of a small amount of game parameters to change the predetermined settings in the selection of game play elements for the second player, the first player will be able to use his abilities more easily. Alternatively, conversely, if a predetermined setting cannot be changed without consuming a large amount of game parameters, it becomes difficult for the first opponent subject to use the ability.
  • FIG. 12 is a flowchart for explaining the process of determining a predetermined condition for changing the game parameter consumption amount.
  • the game system acquires information on the compatibility between the game play elements of the first opponent subject and the game play elements of the second opponent subject (step S41). For example, compatibility information such as compatibility between game play elements is acquired.
  • the game system also acquires information on the strength difference between the first opponent subject and the second opponent subject (step S42). For example, the information of the strength difference based on the game rank difference, the game level difference, or the difference in the ability parameter of the game play element is obtained.
  • the game system also acquires information on the usage history of the game play elements of the first opponent subject or the second opponent subject (step S43).
  • usage history information such as the number of uses, frequency of use, or trend of use of gameplay elements is obtained. Then, the game system determines whether a predetermined condition is satisfied based on the obtained compatibility relationship, strength difference, or usage history (step S44). That is, it is determined whether the predetermined condition in step S32 of FIG. 11 is satisfied.
  • the predetermined condition is based on the compatibility relationship between the gameplay element of the first opponent subject and the gameplay element of the second opponent subject. It is a condition. Then, when a predetermined condition based on the compatibility relationship is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on whether the compatibility between the game play element of the first opponent subject and the game play element of the second opponent subject is good or bad, the predetermined setting is satisfied. The amount of consumption of a predetermined game parameter required for the change of is changed.
  • the amount of game parameters required to change the settings can be reduced. , makes it easier for the first opponent to use the ability to change the predetermined settings. As a result, for example, the first opponent subject can use the ability to easily issue a change instruction such as setting the selected anti-character to a deselected state.
  • the game parameters required to change the predetermined settings when selecting the subsequent game play elements are determined. Consumption can be changed.
  • the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent. Then, when a predetermined condition based on the strength difference is satisfied, the amount of consumption required to change the predetermined setting is changed. In this way, when a predetermined condition is satisfied based on whether the difference in strength between the first opponent subject and the second opponent subject is large or small, or which of the two has higher or lower strength, The amount of consumption of a predetermined game parameter required for changing a predetermined setting is changed. For example, if there is a difference in strength or rank between the first opponent subject and the second opponent subject, the use of abilities can be used as one way of adjusting the power balance.
  • the first opponent subject can obtain a predetermined amount based on ability. It becomes easier to change the settings of and adjust the power balance. Also, if the first opponent subject is stronger than the second opponent subject, by increasing the amount of consumption required to change the predetermined settings, the first opponent subject is given a predetermined amount based on ability. It becomes difficult to change the setting of , and you can adjust the power balance.
  • the predetermined condition is a condition based on the usage history of the game play elements of the first opponent or the second opponent. Then, when a predetermined condition based on the usage history is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on the usage history of the game play elements of the first opponent subject and the second opponent subject is satisfied, the consumption of the predetermined game parameter necessary to change the predetermined setting. amount will change. For example, in a competitive game, there are highly popular characters that are frequently used by the players of the team, such as those that have been used many times or have a high frequency of use.
  • the amount of consumption of the predetermined game parameters required for changing the settings is reduced. This makes it easier for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance.
  • the second opponent tries to select or selects an unpopular character whose usage frequency or frequency of use is low, the amount of consumption of predetermined game parameters required for changing the settings is increased. This makes it difficult for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance.
  • FIG. 13 is a flow chart explaining the process of notifying when the ability to change gameplay elements is used.
  • the game system determines whether or not the ability to change a predetermined setting has been used by the first opponent subject (step S51). Then, when the ability is used, the game system notifies the second opponent subject that the ability has been used (step S52). For example, notification using a notification screen or notification by displaying a display object such as a predetermined icon is performed.
  • the game system determines whether or not the second opponent who has received the notification has performed a predetermined operation (step S53). A process for prohibiting part or all of the use of the ability by is performed (step S54).
  • the second opponent subject when the ability is used by the first opponent subject, the second opponent subject is notified that the ability has been used. do it against In this way, when the first opponent subject uses the ability to change the predetermined setting in the selection of the game play element of the second opponent subject, the fact that the ability has been used is notified to the second opponent subject. It becomes possible to inform the opponent subject of Therefore, the second opponent subject can recognize from the notification that the predetermined settings such as the order of selection of game play elements have been changed due to the use of the ability of the first opponent subject. .
  • steps S53 and S54 in FIG. 13 when the second opponent subject receives the notification and performs a predetermined operation, part of the use of the ability by the first opponent subject or Prohibit all.
  • the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance.
  • Team A is notified that the ability to continuously select characters has been activated.
  • Consecutive selection of characters means moving down the selection order of the characters of team B.
  • FIG. For example, it is notified that the ability to change the setting of the selection order as described with reference to FIGS.
  • a screen is displayed for the player of team B who has received this notification to perform a predetermined operation to block the continuous selection ability. Specifically, a screen for selecting whether or not to prevent team A from activating the ability of continuous selection using the continuous selection invalid item is displayed. This allows the players of team B to prevent team A from activating the continuous selection ability.
  • the prohibition processing by the second opponent subject's predetermined operation may be processing that prohibits part of the use of abilities by the first opponent subject.
  • the first player activates the ability to continuously select four characters
  • the second player who has been notified of this activates a predetermined operation, for example, one of the four characters can be continuously selected. A part is prohibited, and prohibition processing is executed to make, for example, continuous selection of two characters.
  • the first opponent subject activates the ability to display the character that was hidden by the second opponent subject, and the second opponent subject being notified of this activates the ability to display the character
  • the second opponent subject performs a predetermined operation.
  • Inhibition processing is executed to display only part of the information such as skills and attributes of the character that has been turned on.
  • game play elements may be selected by draft picks during normal times, and, for example, when the first opponent uses an ability, draft picks may be switched to brand picks.
  • special rank characters who have extremely high abilities and a high probability of winning in battle, and the fact that the character is a special rank may not be disclosed in the game.
  • the selection of a special-ranked character by the second opponent is prohibited or restricted.
  • the selection of special rank characters may be entirely prohibited, or the number of selectable special rank characters may be limited.
  • Processing unit 102 Game processing unit 104
  • Selection processing unit 106 ... Notification unit 118... Management unit 120
  • Display processing unit 130 ... Sound processing unit 170
  • Storage unit 172 Game play element information Memory unit 174
  • Player information storage unit 196 Communication unit 500 Server system 510 Network CA1 to CA5, CB1 to CB5, CS1 to CS4 Character TM1 to TMn, TM Terminal device

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Abstract

This game system comprises: a game processing unit for performing a game process for playing of a competition game played by a plurality of competitors including a first competitor and a second competitor who is the opponent of the first competitor; a selection processing unit for performing a selection process for allowing the plurality of competitors to each select game play elements to be used in the competition game by the respective competitors; and a display processing unit for performing a process for displaying the competition game. If the first competitor carries out a change instruction on the basis of the capacity of the first competitor or a game play element, the selection processing unit performs a change process with prescribed settings for when the second competitor selects a game play element.

Description

ゲームシステム、処理方法及び情報記憶媒体Game system, processing method and information storage medium
 本発明は、ゲームシステム、処理方法及び情報記憶媒体等に関する。 The present invention relates to game systems, processing methods, information storage media, and the like.
 チームやプレーヤなどの対戦主体が対戦するゲームにおいては、対戦ゲームに使用するキャラクタ等のゲームプレイ要素の選択処理が行われる。例えば特許文献1には、チーム同士で対戦する対戦ゲームにおいて、各チームが所定の順番でキャラクタを1人ずつ選択して、チーム構成を決定するゲームシステムが開示されている。 In a game in which opponents such as teams and players compete against each other, selection processing of game play elements such as characters to be used in the battle game is performed. For example, Patent Literature 1 discloses a game system in which each team selects characters one by one in a predetermined order in a competitive game in which teams compete against each other to determine the composition of the team.
特開2012-447号公報JP-A-2012-447
 このような対戦ゲームでは、ゲーム開始前に、チーム等の対戦主体が、どのキャラクタ等のゲームプレイ要素を選択するかで、対戦の戦略性が左右される。しかしながら、これまでのゲームシステムでは、ゲームプレイ要素を選択する際の設定(条件)が固定されており、戦略性や展開に富むゲームプレイ要素の選択を実現できなかった。 In such a battle game, the strategy of the battle depends on which characters and other gameplay elements are selected by the subject of the battle, such as a team, before the start of the game. However, in conventional game systems, the settings (conditions) for selecting game play elements are fixed, and it has not been possible to realize the selection of game play elements rich in strategy and development.
 本実施形態の幾つかの態様によれば、戦略性や展開に富むゲームプレイ要素の選択を実現できるゲームシステム、処理方法及び情報記憶媒体等を提供できる。 According to some aspects of the present embodiment, it is possible to provide a game system, processing method, information storage medium, etc. that can realize selection of game play elements rich in strategy and development.
 本開示の一態様は、第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理を行うゲーム処理部と、前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理を行う選択処理部と、前記対戦ゲームの表示処理を行う表示処理部と、を含み、前記選択処理部は、前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行うゲームシステムに関係する。また本開示の一態様は、上記各部としてコンピュータを機能させるプログラム、又は該プログラムを記憶したコンピュータ読み取り可能な情報記憶媒体に関係する。 One aspect of the present disclosure is a game processing unit that performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game. a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the battle game; and a display process of the competition game. and a display processing unit, wherein the selection processing unit is configured to, when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the game play element, the second opponent subject. relates to a game system that changes certain settings when selecting game play elements. Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
 本開示の一態様によれば、第1の対戦主体は、能力を使用して、第2の対戦主体のゲームプレイ要素の選択の際の所定の設定を変更することが可能になる。これにより第1の対戦主体は、対戦相手である第2の対戦主体のゲームプレイ要素の選択に影響を及ぼすことが可能になり、戦略性や展開に富むゲームプレイ要素の選択を実現できるゲームシステム等の提供が可能になる。 According to one aspect of the present disclosure, a first opponent entity can use abilities to change predetermined settings in the selection of gameplay elements for a second opponent entity. As a result, the first opponent subject can influence the selection of game play elements of the second opponent subject, which is the opponent, and the game system can realize the selection of game play elements rich in strategy and development. etc. can be provided.
 また本開示の一態様では、前記所定の設定は、ゲームプレイ要素の選択順番の設定であり、前記選択処理部は、前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体のゲームプレイ要素の選択順番を変更してもよい。 Further, in one aspect of the present disclosure, the predetermined setting is a setting of the order of selection of game play elements, and the selection processing unit, when the first opponent subject issues the change instruction based on the ability, , the selection order of the game play elements of the second opponent subject may be changed.
 このようにすれば、第1の対戦主体は、能力を使用して、第2の対戦主体がゲームプレイ要素を選択する際の選択順番を変更できるようになる。 In this way, the first opponent subject can use the ability to change the selection order when the second opponent subject selects gameplay elements.
 また本開示の一態様では、前記所定の設定は、非表示状態のゲームプレイ要素を表示状態にする設定であり、前記選択処理部は、前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体により非表示状態に設定されたゲームプレイ要素を表示状態に変更してもよい。 Further, in one aspect of the present disclosure, the predetermined setting is a setting to display a game play element in a hidden state, and the selection processing unit causes the first opponent subject to perform the change instruction based on the ability. is performed, the game play element set to the non-display state by the second opponent subject may be changed to the display state.
 このようにすれば、第2の対戦主体により非表示状態に設定されたゲームプレイ要素を強制開示させて、どのようなゲームプレイ要素を第2の対戦主体が選択しているのかを第1の対戦主体に認識させることが可能になる。 In this way, the game play elements set in the non-display state by the second opponent subject are forcibly disclosed, and what kind of gameplay element the second opponent subject has selected is displayed by the first player. It becomes possible to make the opponent subject recognize it.
 また本開示の一態様では、ゲームプレイ要素の前記表示状態、前記非表示状態は、前記第2の対戦主体のゲームプレイ要素の情報の一部又は全部を、前記第1の対戦相手が視認可能、視認不能になる状態であってもよい。 Further, in one aspect of the present disclosure, the display state and the non-display state of the game play elements allow the first opponent to visually recognize part or all of the information of the game play elements of the second opponent subject. , may be in a state of being invisible.
 このように第2の対戦主体のゲームプレイ要素の情報の一部が、非表示状態から表示状態に変更されるようにしてもよい。 In this way, part of the information about the second opponent-based gameplay element may be changed from the hidden state to the displayed state.
 また本開示の一態様では、前記所定の設定は、選択可能なゲームプレイ要素を選択不能にする設定であり、前記選択処理部は、前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体が複数のゲームプレイ要素の中から使用するゲームプレイ要素を選択する際に、複数のゲームプレイ要素の少なくとも1つを選択不能にする設定を行ってもよい。 Further, in one aspect of the present disclosure, the predetermined setting is a setting that makes a selectable gameplay element unselectable, and the selection processing unit causes the first opponent subject to issue the change instruction based on the ability. In this case, even if the setting is made such that at least one of the plurality of gameplay elements cannot be selected when the second opponent subject selects a gameplay element to be used from among the plurality of gameplay elements. good.
 このようにすれば、第2の対戦主体がゲームプレイ要素を選択する際に、選択候補となる複数のゲームプレイ要素の少なくとも1つを選択不能にして、第2の対戦主体が選択できないようにすることが可能になる。 In this way, when the second opponent chooses a game play element, at least one of the plurality of candidate game play elements is made unselectable so that the second opponent cannot select it. it becomes possible to
 また本開示の一態様では、前記所定の設定は、選択されたゲームプレイ要素を選択解除状態にする設定であり、前記選択処理部は、前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体が選択したゲームプレイ要素を前記選択解除状態に設定し、前記選択解除状態の設定の後に、前記第2の対戦主体にゲームプレイ要素の選択機会を設定して、再度、ゲームプレイ要素を選択させてもよい。 Further, in one aspect of the present disclosure, the predetermined setting is a setting to deselect a selected game play element, and the selection processing unit causes the first opponent subject to change the change instruction based on the ability. is performed, the game play element selected by the second opponent subject is set to the deselected state, and after setting the deselected state, the second opponent subject is given an opportunity to select the game play element. It may be set to allow the gameplay element to be selected again.
 このようにすれば、第2の対戦主体がゲームプレイ要素を選択した場合にも、選択されたゲームプレイ要素の選択状態を解除して、選択されなかったことにすることが可能になる。 In this way, even if the second opponent selects a gameplay element, it is possible to cancel the selected state of the selected gameplay element so that it is not selected.
 また本開示の一態様では、前記選択処理部は、前記第1の対戦主体の所定のゲームパラメータの消費を条件として、前記所定の設定の変更処理を行ってもよい。 Further, in one aspect of the present disclosure, the selection processing unit may change the predetermined setting on condition that the first opponent subject consumes predetermined game parameters.
 このようにすれば、第2の対戦主体のゲームプレイ要素の際の所定の設定を変更するためには、所定のゲームパラメータを消費することが必要になり、第2の対戦主体が、無闇に所定の設定の変更指示を行うのを防止できるようになる。 In this way, it becomes necessary to consume predetermined game parameters in order to change the predetermined settings during the game play elements of the second opponent subject, and the second opponent subject recklessly It is possible to prevent an instruction to change a predetermined setting.
 また本開示の一態様では、前記選択処理部は、前記所定の設定の変更に必要な前記所定のゲームパラメータの消費量を、所定の条件が満たされた場合に変更する処理を行ってもよい。 Further, in one aspect of the present disclosure, the selection processing unit may perform a process of changing the amount of consumption of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied. .
 このようにすれば、所定の設定に必要な所定のゲームパラメータの消費量を、種々の状況に応じて変化させることが可能になる。 By doing so, it is possible to change the amount of consumption of predetermined game parameters required for predetermined settings according to various situations.
 また本開示の一態様では、前記所定の条件は、前記第1の対戦主体のゲームプレイ要素と前記第2の対戦主体のゲームプレイ要素の相性関係に基づく条件であり、前記選択処理部は、前記相性関係に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更してもよい。 Further, in one aspect of the present disclosure, the predetermined condition is a condition based on a compatibility relationship between a game play element of the first opponent subject and a game play element of the second opponent subject, and the selection processing unit The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on the compatibility relationship is satisfied.
 このようにすれば、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。 In this way, when the predetermined condition based on the compatibility between the game play element of the first opponent subject and the game play element of the second opponent subject is satisfied, the predetermined game required to change the predetermined setting is displayed. Parameter consumption will be changed.
 また本開示の一態様では、前記所定の条件は、前記第1の対戦主体と前記第2の対戦主体の戦力差に基づく条件であり、前記選択処理部は、前記戦力差に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更してもよい。 Further, in one aspect of the present disclosure, the predetermined condition is a condition based on a strength difference between the first battle subject and the second battle subject, and the selection processing unit determines the predetermined condition based on the strength difference. The consumption required for changing the predetermined setting may be changed if a condition is met.
 このようにすれば、第1の対戦主体と第2の対戦主体の戦力差に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。 In this way, when the predetermined condition based on the difference in strength between the first opponent subject and the second opponent subject is satisfied, the amount of consumption of the predetermined game parameter necessary for changing the predetermined setting is changed. Become so.
 また本開示の一態様では、前記所定の条件は、前記第1の対戦主体又は前記第2の対戦主体のゲームプレイ要素の使用履歴に基づく条件であり、前記選択処理部は、前記使用履歴に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更してもよい。 Further, in one aspect of the present disclosure, the predetermined condition is a condition based on a usage history of gameplay elements of the first opponent subject or the second opponent subject, and the selection processing unit includes The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on is satisfied.
 このようにすれば、第1の対戦主体や第2の対戦主体のゲームプレイ要素の使用履歴に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。 In this way, when a predetermined condition based on the usage history of the game play elements of the first opponent subject and the second opponent subject is satisfied, the consumption of the predetermined game parameter necessary to change the predetermined setting. amount will change.
 また本開示の一態様では、前記第1の対戦主体により前記能力が使用された場合に、前記能力が使用されたことを知らせる通知を前記第2の対戦主体に対して行う通知部を含んでもよい(通知部としてコンピュータを機能させてもよい)。 Further, in one aspect of the present disclosure, a notification unit may be included that, when the ability is used by the first opponent subject, notifies the second opponent subject that the ability has been used. Good (a computer may function as a notification unit).
 このようにすれば、第2の対戦主体のゲームプレイ要素の選択の際の所定の設定を変更する能力が第1の対戦主体により使用された場合に、当該能力が使用されたことを第2の対戦主体に知らせることが可能になる。 In this way, when the first opponent subject uses the ability to change the predetermined setting in the selection of the game play element of the second opponent subject, the fact that the ability has been used is notified to the second opponent subject. It becomes possible to inform the opponent subject of
 また本開示の一態様では、前記選択処理部は、前記第2の対戦主体が前記通知を受け取り、所定の操作を行った場合に、前記第1の対戦主体による前記能力の使用の一部又は全部を禁止する処理を行ってもよい。 Further, in one aspect of the present disclosure, the selection processing unit, when the second opponent subject receives the notification and performs a predetermined operation, causes the first opponent subject to use part of the ability or A process of prohibiting all may be performed.
 このようにすれば、第1の対戦主体が能力を使用したことを知らせる通知を受けた第2の対戦主体が、所定の操作を行うことで、第1の対戦主体による能力の使用の一部又は全部を阻止できるようになり、ゲームバランスの調整を図れる。 In this way, the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance.
 また本開示の一態様は、第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理と、前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理と、前記対戦ゲームの表示処理と、を行い、前記選択処理において、前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行う処理方法に関係する。 Further, one aspect of the present disclosure is a game process for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game; a selection process for allowing each of the plurality of opponent subjects to select a game play element to be used in the battle game by each of the opponent subjects; and a display process of the battle game, wherein the selection process includes: A process of changing a predetermined setting when the second opponent subject selects a gameplay element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the gameplay element. related to the processing method for
 また本開示の一態様は、第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理を行うゲーム処理部と、前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理を行う選択処理部と、前記対戦ゲームの表示処理を行う表示処理部として、コンピュータを機能させるプログラムを記憶し、前記選択処理部は、前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行うコンピュータ読み取り可能な情報記憶媒体に関係する。 Further, one aspect of the present disclosure is game processing for performing game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game. a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the battle game; and a display process of the competition game. The display processing unit stores a program that causes a computer to function, and the selection processing unit, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or game play element, , a computer-readable information storage medium that performs a predetermined setting change process when the second opponent subject selects a game play element.
図1(A)~図1(F)は本実施形態のゲームシステムを実現するハードウェア装置の説明図。1(A) to 1(F) are explanatory diagrams of a hardware device that implements the game system of this embodiment. 本実施形態のゲームシステムの構成例。An example of the configuration of the game system of the present embodiment. キャラクタ選択画面の例。An example of a character selection screen. 本実施形態の処理を説明するフローチャート。4 is a flowchart for explaining processing of the embodiment; 本実施形態の詳細な処理を説明するフローチャート。4 is a flowchart for explaining detailed processing of the embodiment; 図6(A)~図6(C)はゲームプレイ要素の選択順番の設定を変更する手法の説明図。6A to 6C are explanatory diagrams of a method for changing the setting of the order of selection of game play elements. 図7(A)、図7(B)は非表示状態のゲームプレイ要素を表示状態に設定変更する手法の説明図。7(A) and 7(B) are explanatory diagrams of a method for changing the setting of game play elements in a non-display state to a display state. 選択可能なゲームプレイ要素を選択不能に設定変更する手法の説明図。Explanatory diagram of a method for changing the setting of a selectable gameplay element to be unselectable. 選択されたゲームプレイ要素を選択解除状態に設定変更する処理を説明するフローチャート。4 is a flow chart describing processing for changing the setting of a selected gameplay element to a deselected state. 図10(A)、図10(B)は選択されたゲームプレイ要素を選択解除状態に設定変更する手法の説明図。10(A) and 10(B) are explanatory diagrams of a method for changing the setting of a selected game play element to a deselected state. ゲームパラメータの消費を条件にゲームプレイ要素の選択の設定を変更する処理を説明するフローチャート。5 is a flowchart for explaining processing for changing settings for selection of game play elements on the condition that game parameters are consumed; ゲームパラメータの消費量を変更する所定の条件の判断処理を説明するフローチャート。4 is a flowchart for explaining a process of determining a predetermined condition for changing the amount of consumption of game parameters; ゲームプレイ要素を変更する能力が使用された場合にその旨を通知する処理を説明するフローチャート。5 is a flow chart describing the process of notifying when an ability to change gameplay elements is used. ゲームプレイ要素を変更する能力の使用を所定の操作により禁止する手法の説明図。Explanatory diagram of a technique for prohibiting the use of abilities that change gameplay elements by a predetermined operation.
 以下、本実施形態について説明する。なお、以下に説明する本実施形態は、請求の範囲の記載内容を不当に限定するものではない。また本実施形態で説明される構成の全てが、必須構成要件であるとは限らない。 The present embodiment will be described below. It should be noted that the embodiments described below do not unduly limit the content of the claims. Moreover, not all the configurations described in this embodiment are essential configuration requirements.
 1.ゲームシステム
 まず、図1(A)~図1(F)を用いて、本実施形態のゲームシステムを実現するハードウェア装置について説明する。
1. Game System First, a hardware device that implements the game system of this embodiment will be described with reference to FIGS. 1(A) to 1(F).
 図1(A)では、サーバシステム500(情報処理システム)が、ネットワーク510を介して端末装置TM1~TMnと通信接続されている。例えばサーバシステム500はホストであり、端末装置TM1~TMnはクライアントである。なお、本実施形態のゲームシステム及びその処理は、サーバシステム500により実現してもよいし、或いはサーバシステム500と端末装置TM1~TMnの分散処理により実現してもよい。 In FIG. 1A, a server system 500 (information processing system) is connected to terminal devices TM1 to TMn via a network 510 for communication. For example, the server system 500 is a host, and the terminal devices TM1-TMn are clients. The game system and its processing of this embodiment may be implemented by the server system 500, or may be implemented by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
 また本実施形態のゲームシステム及び処理は、ブロックチェーンの手法により実現することも可能である。例えばイーサリウム(Ethereum)で実行可能なスマートコントラクトと呼ばれるプログラムを用いて、本実施形態のゲームシステムの各処理を実行してもよい。この場合には端末装置TM1~TMnはピア・ツー・ピアで接続されることになる。また端末装置TM1~TMnの間で通信されるゲーム情報等の各種の情報は、ブロックチェーンを用いて転送されることになる。なお、以下では、TM1~TMnの各端末装置を、適宜、端末装置TMと記載する。 The game system and processing of this embodiment can also be realized using a blockchain technique. For example, a program called a smart contract that can be executed on Ethereum may be used to execute each process of the game system of this embodiment. In this case, the terminals TM1-TMn are connected peer-to-peer. Various types of information such as game information communicated between the terminal devices TM1 to TMn are transferred using blockchain. Note that each of the terminal devices TM1 to TMn is hereinafter referred to as a terminal device TM as appropriate.
 サーバシステム500は例えば1又は複数のサーバ(管理サーバ、ゲームサーバ、課金サーバ、サービス提供サーバ、コンテンツ配信サーバ、認証サーバ、データベースサーバ、又は通信サーバ等)により実現できる。このサーバシステム500は、コミュニティ型ウェブサイトやオンラインゲームを運営するための各種サービスを提供し、ゲーム実行に必要なデータの管理や、クライアントプログラム及び各種データ等の配信を行うことができる。これにより、例えば、ユーザ端末である端末装置TMによりサーバシステム500にアクセスし、当該サーバシステム500から提供されるオンラインゲームであるネットワークゲームのプレイが可能になる。 The server system 500 can be realized by, for example, one or more servers (management server, game server, billing server, service providing server, content distribution server, authentication server, database server, communication server, etc.). This server system 500 can provide various services for operating community websites and online games, manage data necessary for game execution, and distribute client programs and various data. As a result, for example, it is possible to access the server system 500 from the terminal device TM, which is a user terminal, and play a network game, which is an online game provided by the server system 500 .
 ネットワーク510(配信網、通信回線)は、例えばインターネットや無線LAN等を利用した通信路であり、直接接続のための専用線(専用ケーブル)やイーサネット(登録商標)等によるLANの他、電話通信網やケーブル網や無線LAN等の通信網を含むことができる。また通信方法については有線/無線を問わない。 The network 510 (distribution network, communication line) is a communication path using, for example, the Internet or a wireless LAN. Communication networks such as networks, cable networks, and wireless LANs can be included. Also, the communication method may be wired or wireless.
 端末装置TM(プレーヤ端末)は、例えばネット接続機能(インターネット接続機能)を有する端末である。これらの端末装置TMとしては、例えば図1(B)に示す家庭用ゲーム装置(据え置き型)、図1(C)に示すスマートフォンや携帯電話機などの携帯型通信端末、図1(D)に示す携帯型ゲーム装置、図1(E)に示す業務用ゲーム装置、或いは図1(F)に示すパーソナルコンピュータ(PC)やタブレット型PC等の情報処理装置などの種々の装置を用いることができる。或いは、端末装置TMとして、プレーヤの頭部や腕などの部位に装着されるウェアラブル機器(HMD、ウォッチ型機器等)を用いてもよい。 The terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function). Examples of these terminal devices TM include a home-use game device (stationary type) shown in FIG. 1B, a portable communication terminal such as a smart phone and a mobile phone shown in FIG. Various devices such as a portable game device, an arcade game device shown in FIG. 1E, or an information processing device such as a personal computer (PC) or a tablet PC shown in FIG. 1F can be used. Alternatively, a wearable device (HMD, watch-type device, etc.) that is worn on the player's head or arm may be used as the terminal device TM.
 図2に本実施形態のゲームシステムの構成例を示す。なお、ゲームシステムの構成は図2に限定されず、その構成要素(各部)の一部を省略したり、他の構成要素を追加するなどの種々の変形実施が可能である。また本実施形態のゲームシステムにより実現される対戦ゲームは、多対多の対戦でもよい。1対多(一人対複数の敵)の対戦や、多対1(複数の味方対複数の敵)の対戦や、1対1の対戦でもよいし。また対戦相手は、他のプレーヤでもよいし、NPC(Non Player Character)でもよい。例えば、複数のプレーヤでパーティを組んで協力して、NPCの敵と対戦するゲームでもよい。また、プレーヤがキャラクタを操作せずに、AI(Artificial Intelligence)がプレーヤ側のキャラクタの操作を行うようにしてもよい。AIが操作するプレーヤ側のキャラクタは、全員でもよいし、一部でもよい。 Fig. 2 shows a configuration example of the game system of this embodiment. Note that the configuration of the game system is not limited to that shown in FIG. 2, and various modifications such as omitting some of its components (each part) or adding other components are possible. Also, the battle game realized by the game system of this embodiment may be a many-to-many battle. It can be a one-on-many (one-to-many enemy) match, a many-to-one (multiple allies against multiple enemies) match, or a one-on-one match. Also, the opponent may be another player or an NPC (Non Player Character). For example, it may be a game in which a plurality of players form a party and cooperate to fight against NPC enemies. Also, instead of the player operating the character, an AI (Artificial Intelligence) may operate the player's character. The AI-operated characters on the player side may be all or some of them.
 ゲームシステムは、処理部100と記憶部170と通信部196を含む。このゲームシステムは、例えば図1(A)のサーバシステム500により実現することができ、ネットワーク510を介して端末装置TM1~TMnに通信接続されている。 The game system includes a processing unit 100, a storage unit 170, and a communication unit 196. This game system can be realized, for example, by the server system 500 of FIG.
 処理部100(プロセッサ)は、記憶部170に記憶される各種の情報、プログラム、又は操作情報等に基づいて、ゲーム処理、選択処理、通知処理、管理処理、通信処理、表示処理、或いは音処理などを行う。 The processing unit 100 (processor) performs game processing, selection processing, notification processing, management processing, communication processing, display processing, or sound processing based on various information, programs, or operation information stored in the storage unit 170. etc.
 処理部100の各部が行う本実施形態の各処理(各機能)はプロセッサ(ハードウェアを含むプロセッサ)により実現できる。例えば本実施形態の各処理は、プログラム等の情報に基づき動作するプロセッサと、プログラム等の情報を記憶するメモリーにより実現できる。プロセッサは、例えば各部の機能が個別のハードウェアで実現されてもよいし、或いは各部の機能が一体のハードウェアで実現されてもよい。例えば、プロセッサはハードウェアを含み、そのハードウェアは、デジタル信号を処理する回路及びアナログ信号を処理する回路の少なくとも一方を含むことができる。例えば、プロセッサは、回路基板に実装された1又は複数の回路装置(例えばIC等)や、1又は複数の回路素子(例えば抵抗、キャパシタ等)で構成することもできる。プロセッサは、例えばCPU(Central Processing Unit)であってもよい。但し、プロセッサはCPUに限定されるものではなく、GPU(Graphics Processing Unit)、或いはDSP(Digital Signal Processor)等、各種のプロセッサを用いることが可能である。またプロセッサはASICによるハードウェア回路であってもよい。またプロセッサは、アナログ信号を処理するアンプ回路やフィルタ回路等を含んでもよい。メモリー(記憶部)は、SRAM、DRAM等の半導体メモリーであってもよいし、レジスターであってもよい。或いはハードディスク装置(HDD)等の磁気記憶装置であってもよいし、光学ディスク装置等の光学式記憶装置であってもよい。例えば、メモリーはコンピュータにより読み取り可能な命令を格納しており、当該命令がプロセッサにより実行されることで、処理部100の各部の処理(機能)が実現されることになる。ここでの命令は、プログラムを構成する命令セットでもよいし、プロセッサのハードウェア回路に対して動作を指示する命令であってもよい。 Each process (each function) of this embodiment performed by each part of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of this embodiment can be implemented by a processor that operates based on information such as a program and a memory that stores information such as the program. In the processor, for example, the function of each section may be implemented by separate hardware, or the function of each section may be implemented by integrated hardware. For example, a processor includes hardware, which may include circuitry for processing digital signals and/or circuitry for processing analog signals. For example, the processor can be composed of one or more circuit devices (such as ICs) or one or more circuit elements (such as resistors and capacitors) mounted on a circuit board. The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to the CPU, and various processors such as GPU (Graphics Processing Unit) or DSP (Digital Signal Processor) can be used. Alternatively, the processor may be a hardware circuit based on ASIC. The processor may also include amplifier circuits, filter circuits, and the like that process analog signals. The memory (storage unit) may be a semiconductor memory such as SRAM or DRAM, or may be a register. Alternatively, it may be a magnetic storage device such as a hard disk device (HDD) or an optical storage device such as an optical disk device. For example, the memory stores computer-readable instructions, and the processes (functions) of each part of the processing unit 100 are realized by executing the instructions by the processor. The instruction here may be an instruction set that constitutes a program, or an instruction that instructs a hardware circuit of a processor to operate.
 処理部100は、ゲーム処理部102、選択処理部104、通知部106、管理部118、表示処理部120、音処理部130を含む。なお処理部100の構成はこれに限定されず、これらの構成要素の一部を省略したり、他の構成要素を追加するなどの種々の変形実施が可能である。 The processing unit 100 includes a game processing unit 102, a selection processing unit 104, a notification unit 106, a management unit 118, a display processing unit 120, and a sound processing unit 130. Note that the configuration of the processing unit 100 is not limited to this, and various modifications such as omitting some of these components or adding other components are possible.
 ゲーム処理部102はプレーヤがゲームをプレイするための種々のゲーム処理を行う。ゲーム処理は、例えば、ゲーム開始条件が満たされた場合にゲームを開始する処理、開始したゲームを進行させる処理、ゲーム終了条件が満たされた場合にゲームを終了する処理、或いはゲーム成績等のゲーム結果を演算する処理などである。ゲーム処理部102は例えばゲームサーバにより実現できる。具体的には、例えばゲーム処理部102、選択処理部104、通知部106、表示処理部120、音処理部130がゲームサーバにより実現できる。 The game processing unit 102 performs various game processes for the player to play the game. Game processing includes, for example, processing for starting a game when a game start condition is satisfied, processing for progressing a started game, processing for ending a game when a game end condition is satisfied, or a game such as game results. It is a process of calculating the result, and the like. The game processing unit 102 can be realized by, for example, a game server. Specifically, for example, the game processing unit 102, the selection processing unit 104, the notification unit 106, the display processing unit 120, and the sound processing unit 130 can be realized by the game server.
 ブラウザゲームを例にとれば、ゲーム処理部102は、プレーヤの各種の情報をプレーヤごとに管理することで、プレーヤごとにゲームの進行を制御する。プレーヤの情報はプレーヤ情報記憶部174に記憶される。例えばゲーム処理部102は、ゲームサービスを提供するウェブサイトを構成するウェブページを、端末装置TMからの要求に応じて、端末装置TMに表示させる。具体的には端末装置TMが備えるウェブブラウザによりウェブページが表示される。表示されたウェブページのハイパーリンクがプレーヤにより選択されると、ゲーム処理部102は、ハイパーリンクに対応する新たなHTMLデータを端末装置TMに送信し、端末装置TMでは新たなHTMLデータに基づくウェブページが表示される。このようにゲーム処理部102によって、ウェブページが、プレーヤの操作に応じて端末装置TMに順次に提供されることで、端末装置TMでのプレーヤの操作に基づきゲームを進行させることが可能になる。或いは端末装置TMの各々がCG画像等のゲーム画像の生成処理を行うことで、端末装置TMの表示部にゲーム画像が表示される。 Taking a browser game as an example, the game processing unit 102 controls the progress of the game for each player by managing various types of player information. Player information is stored in the player information storage unit 174 . For example, the game processing unit 102 causes the terminal device TM to display a web page that constitutes a website that provides a game service, in response to a request from the terminal device TM. Specifically, a web page is displayed by a web browser provided in the terminal device TM. When the hyperlink of the displayed web page is selected by the player, the game processing unit 102 transmits new HTML data corresponding to the hyperlink to the terminal device TM, and the terminal device TM displays the web page based on the new HTML data. A page is displayed. As described above, the web pages are sequentially provided to the terminal device TM by the game processing unit 102 in accordance with the player's operation, so that the game can be progressed based on the player's operation on the terminal device TM. . Alternatively, each of the terminal devices TM performs processing for generating a game image such as a CG image, so that the game image is displayed on the display section of the terminal device TM.
 選択処理部104はゲームプレイ要素についての選択処理を行う。通知部106は対戦主体に対する種々の通知処理を行う。選択処理部104、通知部106の詳細については後述する。 The selection processing unit 104 performs selection processing for game play elements. The notification unit 106 performs various notification processes for the opponent subject. Details of the selection processing unit 104 and the notification unit 106 will be described later.
 管理部118は、例えばプレーヤの認証処理を行う。例えば端末装置を用いてログインしたプレーヤの認証処理を行う。この認証処理は、例えばプレーヤが入力するパスワードやアカウント情報などに基づいて行う。また管理部118は、種々の課金処理を行う。例えば課金の決定処理、課金データの作成処理、保存処理等を行う。また管理部118は、各種の管理処理を行う。例えば各種サービスの管理処理や、各種情報の管理処理を行う。管理部118は例えば管理サーバにより実現できる。 The management unit 118 performs, for example, player authentication processing. For example, a terminal device is used to authenticate a player who has logged in. This authentication processing is performed based on, for example, a password or account information entered by the player. The management unit 118 also performs various billing processes. For example, it performs charging determination processing, charging data creation processing, storage processing, and the like. The management unit 118 also performs various management processes. For example, it performs management processing of various services and management processing of various information. The management unit 118 can be implemented by, for example, a management server.
 例えばプレーヤは、図1(A)のサーバシステム500等が提供するサービスを利用するために、所定の手続きを行ってアカウントを取得する。取得したアカウントと対応づけられるパスワードを入力してログインすることで、プレーヤは、ネットワークゲームのプレイや、ゲーム用サイトでのサービスや、アイテム等のオンライショッピングや、プレーヤ間でのメッセージ交換や、フレンドプレーヤの登録などの各種サービスを利用できるようになる。管理部118は、このようなプレーヤのアカウント情報の管理処理等も行う。 For example, in order to use the services provided by the server system 500 of FIG. 1(A), the player performs a predetermined procedure to acquire an account. By entering the password associated with the acquired account and logging in, the player can play network games, use services on game sites, online shopping for items, exchange messages with other players, make friends, and so on. You will be able to use various services such as player registration. The management unit 118 also manages such player account information.
 表示処理部120は、端末装置TMの表示部に画像を表示するための処理を行う。例えば当該画像を生成するための画像生成用データ(HTMLデータ等)を生成する。端末装置TMの表示部は、例えばLCD、有機ELディスプレイ、CRT、或いはHMDなどにより実現できる。 The display processing unit 120 performs processing for displaying an image on the display unit of the terminal device TM. For example, image generation data (HTML data or the like) for generating the image is generated. The display unit of the terminal device TM can be implemented by, for example, an LCD, an organic EL display, a CRT, or an HMD.
 音処理部130は、端末装置TMの音出力部から音を出力するための処理を行う。例えば、当該音(音声、ゲーム音、効果音)を生成するための音生成用データを生成する。端末装置TMの音出力部は、スピーカ、或いはヘッドフォンなどにより実現できる。 The sound processing unit 130 performs processing for outputting sound from the sound output unit of the terminal device TM. For example, it generates sound generation data for generating the sound (voice, game sound, effect sound). A sound output unit of the terminal device TM can be realized by a speaker, headphones, or the like.
 また端末装置TMは操作部を有している。操作部は、ユーザであるプレーヤが、操作情報等の種々の情報を入力するためのものであり、その機能は、操作ボタン、方向指示キー、アナログスティック、レバー、各種センサ(角速度センサ、加速度センサ等)、マイク、或いはタッチパネル型ディスプレイなどにより実現できる。タッチパネル型ディスプレイを用いる場合には、操作部となるタッチパネルと、ディスプレイとなる表示部とが一体に設けられることになる。 Also, the terminal device TM has an operation unit. The operation unit is for the player, who is the user, to input various information such as operation information, and its functions include operation buttons, direction keys, analog sticks, levers, various sensors (angular velocity sensor, acceleration sensor, etc.). etc.), a microphone, or a touch panel display. When a touch panel type display is used, a touch panel serving as an operation section and a display section serving as a display are provided integrally.
 記憶部170は、処理部100や通信部196などのワーク領域となるもので、その機能は、半導体メモリー、HDD、SSD、光ディスク装置などにより実現できる。記憶部170は、ゲームプレイ要素情報記憶部172、プレーヤ情報記憶部174を含む。ゲームプレイ要素情報記憶部172はゲームプレイ要素についての各種の情報を記憶する。例えばゲームプレイ要素情報記憶部172は、ゲームプレイ要素のパラメータ情報、種別情報又は画像情報などを記憶する。プレーヤ情報記憶部174は、ユーザであるプレーヤについての各種の情報を記憶する。例えばプレーヤ情報記憶部174は、プレーヤの個人情報(名前、性別、生年月日、メールアドレス等)をプレーヤ情報(ユーザ情報)として記憶する。例えば、プレーヤのアカウント情報(プレーヤID)もプレーヤ情報として記憶される。例えば課金処理の対象となる課金情報は、各プレーヤの各アカウント情報に対応づけられる。 The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function can be realized by a semiconductor memory, HDD, SSD, optical disk device, or the like. The storage section 170 includes a game play element information storage section 172 and a player information storage section 174 . The game play element information storage unit 172 stores various information about game play elements. For example, the game play element information storage unit 172 stores parameter information, type information, image information, or the like of game play elements. The player information storage unit 174 stores various information about the player who is the user. For example, the player information storage unit 174 stores the player's personal information (name, sex, date of birth, email address, etc.) as player information (user information). For example, player account information (player ID) is also stored as player information. For example, billing information for billing processing is associated with each account information of each player.
 通信部196は、外部装置との間で通信を行うものであり、その機能は、通信用ASIC又は通信用プロセッサなどのハードウェアや、通信用ファームウェアにより実現できる。例えば通信インターフェースである通信部196は、ネットワーク510を介して端末装置TM(TM1~TMn)と通信するための各種の通信処理を行う。 The communication unit 196 communicates with an external device, and its function can be realized by hardware such as communication ASIC or communication processor, or communication firmware. For example, the communication unit 196, which is a communication interface, performs various communication processes for communicating with the terminal devices TM (TM1 to TMn) via the network 510. FIG.
 また図2のゲームシステムは、本実施形態のプログラムに基づいて本実施形態の各処理を行う。このプログラムは、本実施形態の各部としてコンピュータ(操作部、処理部、記憶部、出力部を備える装置)を機能させるためのプログラム(各部の処理をコンピュータに実行させるためのプログラム)である。このプログラムは例えば情報記憶媒体に記憶される。即ち本実施形態のゲームシステムは、情報記憶媒体に格納されるプログラム(データ)に基づいて本実施形態の種々の処理を行う。コンピュータにより読み取り可能な媒体である情報記憶媒体は、プログラムやデータなどを格納するものであり、その機能は、光ディスク、HDD、半導体メモリーなどにより実現できる。なお本実施形態の各部としてコンピュータを機能させるためのプログラム(データ)は、サーバシステム(ホスト装置)が有する情報記憶媒体からネットワークを介して配信してもよい。このようなサーバシステムによる情報記憶媒体の使用も本実施形態の範囲内に含めることができる。 Also, the game system in FIG. 2 performs each process of the present embodiment based on the program of the present embodiment. This program is a program (a program for causing the computer to execute the processing of each unit) for functioning a computer (a device including an operation unit, a processing unit, a storage unit, and an output unit) as each unit of the present embodiment. This program is stored in, for example, an information storage medium. That is, the game system of this embodiment performs various processes of this embodiment based on the program (data) stored in the information storage medium. Information storage media, which are computer-readable media, store programs and data, and their functions can be realized by optical discs, HDDs, semiconductor memories, and the like. A program (data) for causing a computer to function as each part of the present embodiment may be distributed via a network from an information storage medium possessed by a server system (host device). The use of information storage media by such server systems can also be included within the scope of this embodiment.
 そして図2に示すように本実施形態のゲームシステム(サーバシステム)は、ゲーム処理部102、選択処理部104、表示処理部120を含む。また本実施形態のプログラムは、ゲーム処理部102、選択処理部104、表示処理部120としてコンピュータを機能させる。 As shown in FIG. 2, the game system (server system) of this embodiment includes a game processing unit 102, a selection processing unit 104, and a display processing unit 120. Further, the program of this embodiment causes the computer to function as the game processing unit 102 , the selection processing unit 104 and the display processing unit 120 .
 ゲーム処理部102は、対戦主体同士がプレイする対戦ゲームのゲーム処理を行う。例えばゲーム処理部102は、第1の対戦主体と第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理を行う。例えばゲーム処理部102は、対戦ゲームの開始条件が満たされた場合に対戦ゲームを開始する処理、開始した対戦ゲームを進行させる処理、対戦ゲームの終了条件が満たされた場合に対戦ゲームを終了する処理、或いは対戦ゲーム結果を演算する処理などを行う。対戦主体は、対戦ゲームにおける対戦の主体となるものであり、例えばチーム又はプレーヤなどである。チームはグループとも呼ばれる。対戦主体がチームである場合には、チームは例えば協力プレイを行う複数のプレーヤにより構成される。そして複数のプレーヤにより構成される第1の対戦主体である第1のチームと、複数のプレーヤにより構成される第2の対戦主体である第2のチームとの間で対戦が行われる。この場合には、例えば第1のチームの各プレーヤが使用するキャラクタ、カード等のゲームプレイ要素と、第2のチームの各プレーヤが使用するキャラクタ、カード等のゲームプレイ要素とを使用して対戦ゲームが行われる。対戦主体を構成する複数のプレーヤの中にはAIの処理などによるコンピュータ処理により行動するプレーヤが含まれていてもよい。また対戦主体が個人のプレーヤである場合には、プレーヤは、複数のキャラクタ、複数のカード等の複数のゲームプレイ要素を使用する。そして第1の対戦主体である第1のプレーヤが使用する複数のキャラクタ、複数のカード等の複数のゲームプレイ要素と、第2の対戦主体である第2のプレーヤが使用する複数のキャラクタ、複数のカード等の複数のゲームプレイ要素とを使用した対戦ゲームが行われる。 The game processing unit 102 performs game processing for a battle game played by opponent subjects. For example, the game processing unit 102 performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a competitive game. For example, the game processing unit 102 performs processing for starting the competitive game when the conditions for starting the competitive game are satisfied, processing for proceeding with the started competitive game, and ending the competitive game when the conditions for ending the competitive game are satisfied. processing, or processing for calculating the result of the battle game. A competition subject is a competition subject in a competition game, and is, for example, a team or a player. A team is also called a group. When the opponent is a team, the team is composed of, for example, a plurality of players who play cooperatively. A match is played between a first team consisting of a plurality of players as a first opponent and a second team consisting of a plurality of players as a second opponent. In this case, for example, game play elements such as characters and cards used by each player of the first team and game play elements such as characters and cards used by each player of the second team are used to compete. A game is played. A plurality of players who constitute the opponent subject may include a player who acts by computer processing such as AI processing. Also, when the opponent is an individual player, the player uses a plurality of game play elements such as a plurality of characters and a plurality of cards. A plurality of game play elements such as a plurality of characters and a plurality of cards used by the first player who is the subject of the first battle, and a plurality of characters used by the second player who is the subject of the second battle. A battle game is played using a plurality of game play elements such as cards.
 選択処理部104は、各対戦主体が使用するゲームプレイ要素の選択処理を行う。例えば選択処理部104は、複数の対戦主体の各々が対戦ゲームにおいて使用するゲームプレイ要素を、複数の対戦主体の各々に選択させるための選択処理を行う。例えば選択処理部は、第1の対戦主体が対戦ゲームで使用するゲームプレイ要素と第2の対戦主体が対戦ゲームで使用するゲームプレイ要素の選択処理を行う。ゲームプレイ要素は、電子的なキャラクタ、カード、アイテム、スキル又はアバタなどであり、ゲームにおいてプレーヤのゲームプレイの要素となるものである。ゲームプレイ要素はゲーム媒体とも呼ばれる。ゲーム処理部102は、この電子的なゲームプレイ要素を用いて行われる対戦ゲームの進行処理等のゲーム処理を行う。例えばゲーム処理部102は、第1の対戦主体が有する複数のゲームプレイ要素と、第2の対戦主体が有する複数のゲームプレイ要素を用いた対戦ゲームのゲーム処理を行う。選択処理部104は、このような対戦ゲームにおいて第1の対戦主体、第2の対戦主体の各対戦主体が使用するゲームプレイ要素の選択処理を行う。 The selection processing unit 104 performs selection processing of game play elements used by each opponent subject. For example, the selection processing unit 104 performs selection processing for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the competition game. For example, the selection processing unit selects a game play element used in the battle game by the first subject and a game play element used in the battle game by the second subject. A gameplay element is an electronic character, card, item, skill, avatar, or the like, and is an element of a player's gameplay in a game. Gameplay elements are also referred to as game media. The game processing unit 102 performs game processing such as progress processing of a competitive game performed using the electronic game play elements. For example, the game processing unit 102 performs game processing of a competitive game using a plurality of game play elements possessed by a first opponent subject and a plurality of game play elements possessed by a second opponent subject. The selection processing unit 104 performs selection processing of game play elements used by each of the first battle subject and the second battle subject in such a battle game.
 表示処理部120は、対戦ゲームの表示処理を行う。例えば表示処理部120は、第1の対戦主体、第2の対戦主体の各対戦主体が対戦ゲームをプレイするためのゲーム画像を表示する処理を行う。例えば表示処理部120は、対戦主体がチームである場合には、チームを構成するプレーヤの端末装置に、対戦ゲームのゲーム画像を表示する処理を行う。また表示処理部120は、対戦主体がプレーヤである場合には、プレーヤの端末装置に対戦ゲームのゲーム画像を表示する処理を行う。 The display processing unit 120 performs display processing for the competitive game. For example, the display processing unit 120 performs a process of displaying a game image for playing a battle game by each of the first opponent subject and the second opponent subject. For example, when the subject of the competition is a team, the display processing unit 120 performs processing for displaying a game image of the competition game on the terminal devices of the players forming the team. Further, the display processing unit 120 performs processing for displaying a game image of the competitive game on the terminal device of the player when the subject of the competition is the player.
 そして選択処理部104は、ゲームプレイ要素を選択する際の所定の設定の変更処理を行う。例えば選択処理部104は、第1の対戦主体が、第1の対戦主体の能力又はゲームプレイ要素の能力に基づき変更指示を行った場合に、第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行う。例えば選択処理部104は、第2の対戦主体がゲームプレイ要素を選択する際の所定の設定が、第1の対戦主体の能力又は第1の対戦主体のゲームプレイ要素の能力に基づき、第1の対戦主体により変更可能な選択処理を行う。例えば第1の対戦主体により変更指示が行われると、第2の対戦主体がゲームプレイ要素を選択する際の所定の設定が、第1の設定から第2の設定に変更される。ゲームプレイ要素を選択する際の所定の設定(所定の条件)は、例えばゲームプレイ要素の選択処理において制御可能(処理可能)な設定(条件)であり、例えば当該選択処理の処理対象となる設定などである。例えば所定の設定は、ゲームプレイ要素の選択順番の設定、非表示状態のゲームプレイ要素を表示状態にする設定、選択可能なゲームプレイ要素を選択不能にする設定、或いは選択されたゲームプレイ要素を選択解除状態にする設定などである。第1の対戦主体の能力は、第1の対戦主体が当該能力を有することを示す能力フラグなどのデータが、例えば第1の対戦主体の情報に関連づけて記憶部170に記憶される。同様にゲームプレイ要素の能力は、ゲームプレイ要素が当該能力を有することを示す能力フラグなどのデータが、例えばゲームプレイ要素の情報に関連づけて記憶部170に記憶される。第1の対戦主体のゲームプレイ要素の能力は、例えば第1の対戦主体が所持又は使用したゲームプレイ要素の能力などである。また変更指示は、第1の対戦主体の変更指示の操作により行われるものであってもよいし、例えば第1の対戦主体がゲームプレイ要素を使用したり装備することで行われるものであってもよい。 Then, the selection processing unit 104 performs processing for changing predetermined settings when selecting game play elements. For example, the selection processing unit 104, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or the ability of the gameplay element, the second opponent subject selects a gameplay element. change processing of the predetermined setting of . For example, the selection processing unit 104 determines that the predetermined setting when the second opponent subject selects the gameplay element is based on the ability of the first opponent subject or the ability of the gameplay element of the first opponent subject, and the first selection processing that can be changed depending on the subject of the match. For example, when a change instruction is issued by a first opponent subject, a predetermined setting used when the second opponent subject selects a game play element is changed from the first setting to the second setting. A predetermined setting (predetermined condition) when selecting a gameplay element is, for example, a controllable (processable) setting (condition) in the selection process of the gameplay element, and for example, a setting to be processed in the selection process. and so on. For example, the predetermined settings include setting the order in which gameplay elements are selected, setting hidden gameplay elements to be displayed, setting selectable gameplay elements to be unselectable, or setting selected gameplay elements to be unselectable. It is a setting for deselecting. As for the ability of the first opponent subject, data such as an ability flag indicating that the first opponent subject has the ability is stored in the storage unit 170 in association with the information of the first opponent subject, for example. Similarly, for the abilities of gameplay elements, data such as ability flags indicating that the gameplay elements have the abilities are stored in the storage unit 170 in association with the information of the gameplay elements, for example. The abilities of the gameplay elements of the first opponent are, for example, the abilities of the gameplay elements possessed or used by the first opponent. Further, the change instruction may be performed by the first opponent subject's operation of the change instruction, or, for example, by the first opponent subject using or equipping the game play element. good too.
 また所定の設定は、例えばゲームプレイ要素の選択順番である。そして選択処理部104は、第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体のゲームプレイ要素の選択順番を変更する。選択順番は、例えば第1の対戦主体と第2の対戦主体との間で、どのような順序でゲームプレイ要素を選択するかについての順番である。選択順番の変更は、例えば第2の対戦主体の選択順番であるのに、第2の対戦主体にゲームプレイ要素を選択させなかったり、第2の対戦主体の選択順番ではないのに、第2の対戦主体にゲームプレイ要素を選択させることなどである。或いは選択順番の変更は、選択順番をランダムな順番に変更するようなものであってもよい。 Also, the predetermined setting is, for example, the order in which gameplay elements are selected. Then, the selection processing unit 104 changes the selection order of the game play elements of the second opponent subject when the first opponent subject issues a change instruction based on the ability. The selection order is, for example, the order in which game play elements are selected between the first opponent and the second opponent. The change in the selection order is, for example, not allowing the second opponent to select a game play element even though it is the selection order of the second opponent, or not allowing the second opponent to select a game play element even though it is not the selection order of the second opponent. For example, let the opponent subject select a game play element. Alternatively, the selection order may be changed in a random order.
 また所定の設定は、例えば非表示状態のゲームプレイ要素を表示状態にする設定である。そして選択処理部104は、第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体により非表示状態に設定されたゲームプレイ要素を表示状態に変更する。例えば第2の対戦主体は、自身が使用等するゲームプレイ要素を隠すために、ゲームプレイ要素を非表示状態に設定できる。この場合に第1の対戦主体が、能力により変更指示を行うと、選択処理部104は、非表示状態に設定された第2の対戦主体を表示状態に設定する。例えば第1の対戦主体を構成するプレーヤが、非表示状態に設定された第2の対戦主体のゲームプレイ要素を視認可能になるようにする。 Also, the predetermined setting is, for example, a setting to display a hidden game play element. Then, the selection processing unit 104 changes the game play element set to the non-display state by the second opponent subject to the display state when the first opponent subject issues a change instruction based on the ability. For example, the second opponent can set the gameplay elements to a hidden state to hide the gameplay elements that he or she uses. In this case, when the first opponent subject issues a change instruction using ability, the selection processing unit 104 sets the second opponent subject, which has been set to the non-display state, to the display state. For example, the player who constitutes the first opponent subject can visually recognize the game play elements of the second opponent subject set in the non-display state.
 例えばゲームプレイ要素の表示状態、非表示状態は、第2の対戦主体のゲームプレイ要素の情報の一部又は全部を、第1の対戦相手が視認可能、視認不能になる状態である。例えばゲームプレイ要素の情報の全部が表示状態又は非表示状態に設定される必要は無く、ゲームプレイ要素の情報の一部が表示状態又は非表示状態に設定されてもよい。例えばゲームプレイ要素がキャラクタやカードである場合に、キャラクタやカードの画像や名称を、表示状態又は非表示状態に設定してもよいし、キャラクタやカードの付加情報であるステータス、アイテム、属性等を、表示状態又は非表示状態に設定してもよい。 For example, the display state and non-display state of game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent. For example, it is not necessary to set all the information of the gameplay element to the display state or the non-display state, and part of the information of the game play element may be set to the display state or the non-display state. For example, when the gameplay element is a character or a card, the image or name of the character or card may be set to a display state or a non-display state. may be set to a display state or a non-display state.
 また所定の設定は、例えば選択可能なゲームプレイ要素を選択不能にする設定である。そして選択処理部104は、第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体が複数のゲームプレイ要素の中から使用するゲームプレイ要素を選択する際に、複数のゲームプレイ要素の少なくとも1つを選択不能にする設定を行う。例えば通常時においては、第2の対戦主体は、選択候補である複数のゲームプレイ要素の中から使用するゲームプレイ要素を自由に選択できる。第1の対戦主体が、変更指示を行うと、選択処理部104は、通常時は選択可能な複数のゲームプレイ要素の少なくとも1つを選択不能にする設定を行う。例えば、当該ゲームプレイ要素を、選択候補となる複数のゲームプレイ要素から削除したり、ゲームプレイ要素の選択画面において非表示したり、ゲームプレイ要素の選択画面において異なる表示態様に変更したり、或いは第2の対戦主体が当該ゲームプレイ要素の選択操作を行った場合にも、当該選択操作を受け付けないようにする。 Also, the predetermined setting is, for example, a setting that makes a selectable gameplay element unselectable. Then, the selection processing unit 104 selects a game play element to be used by the second opponent subject from among the plurality of game play elements when the first opponent subject issues a change instruction based on the ability. Make settings that make at least one of the gameplay elements of the game unselectable. For example, during normal times, the second opponent subject can freely select a game play element to use from a plurality of game play elements that are selection candidates. When the first opponent gives a change instruction, the selection processing unit 104 sets at least one of the plurality of game play elements that are normally selectable to be unselectable. For example, the gameplay element may be deleted from a plurality of gameplay elements that are candidates for selection, hidden on the gameplay element selection screen, changed to a different display mode on the gameplay element selection screen, or Even when the second opponent performs a selection operation for the game play element, the selection operation is not accepted.
 また所定の設定は、例えば選択されたゲームプレイ要素を選択解除状態にする設定である。そして選択処理部104は、第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体が選択したゲームプレイ要素を選択解除状態に設定する。そして選択処理部104は、選択解除状態の設定の後に、第2の対戦主体にゲームプレイ要素の選択機会を設定して、再度、ゲームプレイ要素を選択させる。例えば選択処理部104は、第2の対戦主体が選択候補のゲームプレイ要素の中から選択したゲームプレイ要素の選択状態を解除する。その後に、選択処理部104は、第2の対戦主体に再度のゲームプレイ要素の選択を行わせるために、ゲームプレイ要素の選択機会を設定する。例えばゲームプレイ要素の選択順番を、第2の対戦主体の順番にするなどして、ゲームプレイ要素の選択機会を第2の対戦主体に付与する。そして第2の対戦主体がゲームプレイ要素を選択すると、選択されたゲームプレイ要素が、選択解除状態に設定されたゲームプレイ要素の代わりのゲームプレイ要素になる。 Also, the predetermined setting is, for example, a setting that deselects the selected gameplay element. Then, the selection processing unit 104 sets the game play element selected by the second opponent subject to a deselected state when the first opponent subject issues a change instruction based on the ability. After setting the deselected state, the selection processing unit 104 sets an opportunity for the second opponent subject to select a game play element, and causes the second opponent subject to select the game play element again. For example, the selection processing unit 104 cancels the selection state of the gameplay element selected by the second opponent subject from among the selection candidate gameplay elements. After that, the selection processing unit 104 sets a game play element selection opportunity to cause the second opponent subject to select the game play element again. For example, the selection order of the game play elements is changed to the order of the second opponent subject, thereby giving the second opponent subject an opportunity to select the game play elements. Then, when the second opponent subject selects a gameplay element, the selected gameplay element becomes a substitute gameplay element for the game play element set to the deselected state.
 また選択処理部104は、第1の対戦主体の所定のゲームパラメータの消費を条件として、所定の設定の変更処理を行う。例えば第2の対戦主体のゲームプレイ要素の選択の際の所定の設定を変更するためには、所定のゲームパラメータを消費するというコストを必要とし、無闇に所定の設定の変更指示が行われないようにする。ゲームパラメータは、ゲーム処理に使用されるパラメータである。所定のゲームパラメータは、所定の設定を変更する能力を発動するために用意されたパラメータであってもよいし、ヒットポイント、マジックポイントなどの第1の対戦主体についてのステータスパラメータ等であってもよい。或いは所定のゲームパラメータの消費は、課金アイテムの使用などの課金ポイントの消費であってもよい。 Also, the selection processing unit 104 performs a predetermined setting change process on the condition that the first opponent subject consumes predetermined game parameters. For example, in order to change a predetermined setting when selecting a game play element for the second opponent subject, a cost of consuming predetermined game parameters is required, and an instruction to change the predetermined setting is not given recklessly. make it A game parameter is a parameter used for game processing. The predetermined game parameter may be a parameter prepared for activating an ability to change a predetermined setting, or may be a status parameter for the first opponent, such as hit points or magic points. good. Alternatively, consumption of a predetermined game parameter may be consumption of billing points such as use of billing items.
 また選択処理部104は、所定の設定の変更に必要な所定のゲームパラメータの消費量を、所定の条件が満たされた場合に変更する処理を行う。例えば選択処理部104は、所定の設定の変更に必要な所定のゲームパラメータの消費量を変化させる処理を行う。例えば所定の設定の変更に必要な所定のゲームパラメータの消費量は一定ではなく、選択処理部104は、対戦主体間の相性関係、戦力差又はゲームプレイ要素の使用履歴等に基づく所定条件が満たされた場合に、所定の設定の変更に必要な消費量を変更する。例えば特定の状況の場合には、所定の設定の変更に必要なコストである所定のゲームパラメータの消費量が減少し、第1の対戦主体は、能力に基づく所定の設定の変更が行いやすくなる。そして消費量が変更されると、選択処理部104は、所定の設定の変更指示があったときに、変更された消費量で所定のゲームパラメータを消費させて、所定の設定の変更処理を行う。 The selection processing unit 104 also performs processing to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, the selection processing unit 104 performs processing for changing the amount of consumption of a predetermined game parameter necessary for changing predetermined settings. For example, the amount of consumption of a predetermined game parameter required to change a predetermined setting is not constant, and the selection processing unit 104 determines whether a predetermined condition is satisfied based on the compatibility relationship between opponent subjects, the difference in strength, or the usage history of game play elements. change the consumption required to change a given setting, if so. For example, in the case of a specific situation, the amount of consumption of predetermined game parameters, which is the cost required to change predetermined settings, is reduced, making it easier for the first opponent subject to change predetermined settings based on their abilities. . When the consumption amount is changed, the selection processing unit 104 causes the predetermined game parameter to be consumed with the changed consumption amount when an instruction to change the predetermined setting is received, and changes the predetermined setting. .
 例えば所定の条件は、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性関係に基づく条件である。そして選択処理部104は、相性関係に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量を変更する。相性関係は、例えば第1の対戦主体のゲームプレイ要素の能力パラメータ、スキルパラメータ等のステータスパラメータと、第2の対戦主体のゲームプレイ要素の能力パラメータ、スキルパラメータ等のステータスパラメータとに基づき判断できる。或いは複数のゲームプレイ要素間に相性パラメータを別途に設定し、この相性パラメータに基づいて、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性関係を判断してもよい。そして選択処理部104は、例えば第2の対戦主体が選択したゲームプレイ要素が、第1の対戦主体のゲームプレイ要素と相性関係が悪い場合(相性関係が第2の対戦主体に不利な場合)には、所定の設定の変更に必要な消費量を減少させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いやすくなる。また選択処理部104は、第2の対戦主体が選択したゲームプレイ要素が、第1の対戦主体のゲームプレイ要素と相性関係が良い場合(相性関係が第2の対戦主体に有利な場合)には、所定の設定の変更に必要な消費量を増加させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いにくくなる。 For example, the predetermined condition is a condition based on the compatibility relationship between the gameplay elements of the first competition subject and the gameplay elements of the second competition subject. Then, the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the compatibility relationship is satisfied. The affinity relationship can be determined based on, for example, status parameters such as ability parameters and skill parameters of gameplay elements of the first competition subject and status parameters such as ability parameters and skill parameters of gameplay elements of the second competition subject. . Alternatively, compatibility parameters may be separately set between a plurality of gameplay elements, and based on this compatibility parameter, the compatibility relationship between the first competition-oriented gameplay element and the second competition-oriented gameplay element may be determined. good. Then, the selection processing unit 104, for example, when the gameplay element selected by the second opponent subject has a poor compatibility with the game play element of the first opponent subject (when the affinity is disadvantageous to the second opponent subject) reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability. Also, the selection processing unit 104 selects the increases the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
 また所定の条件は、例えば第1の対戦主体と第2の対戦主体の戦力差に基づく条件である。そして選択処理部104は、戦力差に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量を変更する。第1の対戦主体と第2の対戦主体の戦力差は、例えば第1の対戦主体と第2の対戦主体のゲームランク差、ゲームレベル差、経験値差、或いは使用するゲームプレイ要素の能力パラメータの差などに基づき判断できる。そして選択処理部104は、例えば第1の対戦主体の方が第2の対戦主体よりも戦力が低いというような戦力差の関係である場合には、所定の設定の変更に必要な消費量を減少させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いやすくなる。また選択処理部104は、第1の対戦主体の方が第2の対戦主体よりも戦力が高いというような戦力差の関係である場合には、所定の設定の変更に必要な消費量を増加させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いにくくなる。 Also, the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent. Then, the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the strength difference is satisfied. The difference in strength between the first opponent and the second opponent is, for example, a game rank difference, a game level difference, an experience value difference, or an ability parameter of a gameplay element used between the first opponent and the second opponent main. can be determined based on the difference between Then, the selection processing unit 104 determines the amount of consumption required to change the predetermined settings when there is a relationship of strength difference such that the strength of the first opponent subject is lower than that of the second opponent subject, for example. Decrease. This makes it easier for the first opponent subject to change the predetermined settings based on the ability. In addition, the selection processing unit 104 increases the amount of consumption required to change the predetermined setting when there is a difference in strength such that the strength of the first opponent subject is higher than that of the second opponent subject. Let This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
 また所定の条件は、例えば第1の対戦主体又は第2の対戦主体のゲームプレイ要素の使用履歴に基づく条件である。そして選択処理部104は、使用履歴に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な消費量を変更する。ゲームプレイ要素の使用履歴は、ゲームプレイ要素の使用回数、使用頻度又は使用傾向などである。例えば使用回数は、対戦主体がゲームプレイ要素を使用した回数であり、使用頻度は、対戦主体によるゲームプレイ要素の使用の頻度である。使用傾向は、例えば対戦主体が過去にどのようなタイプのゲームプレイ要素を使用したかなどについての傾向である。ゲームプレイ要素の使用履歴は、対戦主体がゲームプレイ要素を使用した際に記録したログ情報などに基づき判断できる。例えば選択処理部104は、第2の対戦主体が、使用回数が多かったり、使用頻度が高かったり、或いは好んで使用するタイプというような、お気に入りのゲームプレイ要素等を選択しようとしたり、選択した場合には、所定の設定の変更に必要な消費量を減少させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いやすくなる。また選択処理部104は、第2の対戦主体が、使用回数が少なかったり、使用頻度が低かったり、或いはあまり使用しないタイプというような、お気に入りではないゲームプレイ要素等を選択しようとしたり、選択した場合には、所定の設定の変更に必要な消費量を増加させる。これにより、第1の対戦主体は、能力に基づく所定の設定の変更を行いにくくなる。 Also, the predetermined condition is, for example, a condition based on the usage history of the game play elements of the first opponent subject or the second opponent subject. Then, the selection processing unit 104 changes the amount of consumption required to change the predetermined setting when a predetermined condition based on the usage history is satisfied. The usage history of gameplay elements is the number of times the gameplay elements are used, the frequency of use, or the trend of usage. For example, the number of times of use is the number of times the game play element is used by the opponent, and the frequency of use is the frequency of use of the game play element by the opponent. The usage tendency is, for example, a tendency regarding what type of gameplay element the opponent has used in the past. The usage history of gameplay elements can be determined based on log information or the like recorded when the opponent uses the gameplay elements. For example, the selection processing unit 104 tries to select a favorite gameplay element or the like, such as a type that the second opponent subject has used many times, has a high frequency of use, or prefers to use. If so, it reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability. In addition, the selection processing unit 104 attempts to select a game play element or the like that is not a favorite, such as a type in which the second opponent subject has a low number of uses, a low frequency of use, or a type that does not use it very much. If so, increase the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
 またゲームシステムは通知部106を含む(通知部106としてコンピュータを機能させる)。そして通知部106は、第1の対戦主体により能力が使用された場合に、能力が使用されたことを知らせる通知を第2の対戦主体に対して行う。例えば通知部106は、第1の対戦主体が、第1の対戦主体又はゲームプレイ要素の能力に基づき、所定の設定を変更する変更指示を行った場合に、その旨を知らせる通知を、第2の対戦主体に対して行う。通知は、例えば通知画面を用いた通知であってもよいし、所定のアイコン等の表示物を表示することによる通知であってもよいし、音声による通知などであってもよい。 The game system also includes a notification unit 106 (the computer functions as the notification unit 106). Then, when the ability is used by the first opponent subject, the notification unit 106 notifies the second opponent subject that the ability has been used. For example, the notification unit 106, when the first opponent subject issues a change instruction to change a predetermined setting based on the ability of the first opponent subject or gameplay element, sends a notification to that effect to the second player. against the opposing subject. The notification may be, for example, notification using a notification screen, notification by displaying a display object such as a predetermined icon, or notification by sound.
 また選択処理部104は、第2の対戦主体が上記の通知を受け取り、所定の操作を行った場合に、第1の対戦主体による能力の使用の一部又は全部を禁止する処理を行う。例えば第1の対戦主体により、所定の設定を変更する能力が使用されたことを知らせる通知が第2の対戦主体に対して行われると、選択処理部104は、第2の対戦主体による所定の操作を受け付ける。そして選択処理部104は、第2の対戦主体が所定の操作を行うと、第1の対戦主体による能力の使用の一部又は全部を禁止する能力の使用禁止処理を行う。例えば選択処理部104は、第1の対戦主体の能力の使用に必要なコスト以上のコストを、第2の対戦主体が支払った場合に、能力の使用禁止処理を行う。具体的には第1の対戦主体の所定のゲームパラメータを消費することで、所定の設定の変更の能力を使用したとする。この場合に選択処理部104は、第2の対戦主体が、第1の対戦主体による所定のゲームパラメータを消費量以上の消費量を消費した場合に、能力の使用禁止処理を行う。 In addition, the selection processing unit 104 performs processing to prohibit some or all of the use of abilities by the first opponent subject when the second opponent subject receives the above notification and performs a predetermined operation. For example, when the first opponent subject notifies the second opponent subject that the ability to change a predetermined setting has been used, the selection processing unit 104 receives the second opponent subject's predetermined accept the operation. Then, when the second opponent subject performs a predetermined operation, the selection processing unit 104 performs an ability use prohibition process that prohibits part or all of the use of the ability by the first opponent subject. For example, the selection processing unit 104 performs the ability use prohibition process when the second opponent subject pays a cost equal to or greater than the cost required to use the ability of the first opponent subject. Specifically, it is assumed that the ability to change a predetermined setting is used by consuming a predetermined game parameter of the first opponent subject. In this case, the selection processing unit 104 performs an ability usage prohibition process when the second opponent subject consumes a predetermined game parameter equal to or greater than the consumption amount of the first opponent subject.
 なお、以上に説明した図2の本実施形態のゲームシステムや処理は、図1(A)のサーバシステム500により実現したり、サーバシステム500と端末装置の分散処理により実現するなどの種々の変形実施が可能である。また本実施形態のプログラムとしては、スマートフォンのアプリケーションプログラム、家庭用ゲーム装置のゲームプログラム、PC用のゲームプログラム、スマートフォンやPC用のブラウザゲームプログラム、或いは業務用ゲーム装置のプログラムなどの種々のプログラムに適用できる。 It should be noted that the game system and processing of the present embodiment shown in FIG. 2 described above can be realized in various ways, such as by the server system 500 shown in FIG. Implementation is possible. In addition, as the program of the present embodiment, various programs such as application programs for smartphones, game programs for home-use game devices, game programs for PCs, browser game programs for smartphones and PCs, and programs for arcade game devices. Applicable.
 2.本実施形態の手法
 次に本実施形態の手法について詳細に説明する。なお以下では、ゲームプレイ要素がゲームのキャラクタである場合を主に例にとり説明するが、本実施形態はこれに限定されない。例えばゲームプレイ要素はカード対戦ゲームにおけるカードであってもよい。或いは、ゲームプレイ要素はアイテムやスキルであってもよく、対戦主体が、選択可能な複数のアイテム又はスキルから使用するアイテム又はスキルを選択する際の処理などにおいても本実施形態の手法を適用できる。また以下では、対戦主体が、例えば複数のプレーヤにより構成されるチームである場合を主に例にとり説明するが、本実施形態はこれに限定されず、対戦主体は個人のプレーヤであってもよい。
2. Method of this Embodiment Next, the method of this embodiment will be described in detail. In the following description, the game play element is a game character. However, the present embodiment is not limited to this. For example, the gameplay elements may be cards in a card-fighting game. Alternatively, the gameplay elements may be items and skills, and the technique of this embodiment can be applied to the process of selecting an item or skill to be used from among a plurality of selectable items or skills by the opponent. . Further, in the following description, a case where the subject of competition is, for example, a team composed of a plurality of players will be mainly described as an example, but the present embodiment is not limited to this, and the subject of competition may be an individual player. .
 2.1 ゲームプレイ要素の選択の設定の変更
 図3はゲームプレイ要素であるキャラクタの選択画面の例である。この選択画面はキャラクタのピック画面とも呼ばれる。図3では、第1の対戦主体であるチームAと、第2の対戦主体であるチームBとの間での、例えばオンラインの対戦ゲームが行われる。チームA、チームBの各々は例えば複数のプレーヤで構成され、図3のC1に示すように、キャラクタ選択画面において、チームAの各プレーヤが使用するキャラクタが選択される。例えばチームAを構成する第1~第5のプレーヤが使用するキャラクタとしてキャラクタCA1~CA5が選択される。また図3のC1に示すように、このキャラクタ選択画面において、チームBの各プレーヤが使用するキャラクタが選択される。例えばチームBを構成する第6~第10のプレーヤが使用するキャラクタとしてキャラクタCB1~CB5が選択される。図3のC3には、選択候補となる複数のキャラクタが表示されており、これらの選択候補となる複数のキャラクタの中から各チームで使用されるキャラクタが選択される。図3では、C1に示すようにチームAについては、キャラクタCA1、CA2まで、キャラクタの選択が完了している。またC2に示すようにチームBについては、キャラクタCB1、CB2まで、キャラクタの選択が完了している。
2.1 Changing Settings for Selecting Gameplay Elements FIG. 3 is an example of a screen for selecting a character, which is a gameplay element. This selection screen is also called a character pick screen. In FIG. 3, for example, an online competitive game is played between team A, which is the first subject of competition, and team B, which is the second subject of competition. Each of team A and team B is composed of, for example, a plurality of players, and a character to be used by each player of team A is selected on the character selection screen as shown in C1 of FIG. For example, characters CA1 to CA5 are selected as characters used by the first to fifth players forming team A. FIG. Also, as shown in C1 of FIG. 3, a character to be used by each player of team B is selected on this character selection screen. For example, characters CB1 to CB5 are selected as characters used by the sixth to tenth players forming team B. FIG. In C3 of FIG. 3, a plurality of characters serving as selection candidates are displayed, and a character to be used in each team is selected from among the plurality of characters serving as selection candidates. In FIG. 3, character selection has been completed up to characters CA1 and CA2 for team A, as indicated by C1. Also, as shown in C2, character selection has been completed for team B up to characters CB1 and CB2.
 このキャラクタの選択画面では、例えばチームA、チームB、チームA、チームB・・・・というような所定の選択順番で、各チームのキャラクタの選択(ピック)が行われる。チームの選択順番は例えばコンピュータにより自動的に設定される。 On this character selection screen, the characters of each team are selected (picked) in a predetermined selection order, such as team A, team B, team A, team B, and so on. The team selection order is automatically set by, for example, a computer.
 オンラインの対戦ゲーム(ネットワークゲーム)においては、対戦ゲームの開始前に、チーム、プレーヤ等の対戦主体が、どのキャラクタ等のゲームプレイ要素を選択するかで、対戦の戦略性が左右される。このため、対戦主体によるゲームプレイ要素の選択はゲーム進行を左右する重要な局面である。そこで本実施形態では、チーム、プレーヤ等の対戦主体の能力、或いはキャラクタ、カード等のゲームプレイ要素の能力に基づいて、ゲームプレイ要素を選択する順序を変更したり、隠匿した選択ゲームプレイ要素を強制開示させたり、選択可能なゲームプレイ要素を排除したり、相手の対戦主体が選択したゲームプレイ要素を選択解除できるようにする。このようにすること、相手の対戦主体のキャラクタ等のゲームプレイ要素の選択に関する戦略を乱すことが可能になり、展開に富み、臨場感に溢れるゲームプレイ要素の選択を実現できるようになる。 In an online battle game (network game), the strategy of the battle depends on which characters and other game play elements are selected by the subject of the battle, such as the team and the players, before the battle game starts. For this reason, the selection of game play elements by the opponent subject is an important aspect that affects the progress of the game. Therefore, in this embodiment, the order of selecting gameplay elements is changed or hidden selected gameplay elements are changed based on the abilities of the opponents such as teams and players, or the abilities of gameplay elements such as characters and cards. Force disclosure, eliminate selectable gameplay elements, or allow opponents to deselect selected gameplay elements. By doing so, it becomes possible to disturb the strategy regarding the selection of the game play elements such as the opponent's opponent characters, and it is possible to realize the selection of the game play elements that are rich in development and full of realism.
 なお以下では、第1の対戦主体であるチームAが、所定の設定の変更指示を行う場合について主に例にとり説明を行うが、第2の対戦主体であるチームBも、チームAのゲームプレイ要素の選択の際の所定の設定の変更指示を行うことが可能である。また本実施形態の手法は、第1の対戦主体、第2の対戦主体というように2人の対戦主体が対戦ゲームを行う場合について主に例にとり説明するが、例えば第1の対戦主体、第2の対戦主体、第3の対戦主体というように3人以上の対戦主体が参加して対戦ゲームを行う場合にも本実施形態の手法は適用可能である。 In the following description, the case where team A, which is the first competition subject, issues an instruction to change a predetermined setting will be mainly described as an example. It is possible to give an instruction to change a predetermined setting when selecting an element. Further, the method of the present embodiment will mainly be described by taking as an example a case in which two opponents play a battle game, such as a first opponent and a second opponent. The method of the present embodiment can also be applied to the case where three or more opponent subjects participate in a competitive game, such as two opponent subjects and a third opponent subject.
 2.2 本実施形態の処理例
 図4は本実施形態の処理を説明するフローチャートである。まず図4に示すようにゲームシステムは、ゲームプレイ要素の選択画面を表示する(ステップS1)。例えば図3に示すようなキャラクタの選択画面を表示する。そしてゲームシステムは、ゲームプレイ要素の選択処理を実行する(ステップS2)。例えばゲームシステムは、チームA、チームB、チームA、チームB・・・というような所定の選択順番で、対戦主体にゲームプレイ要素を選択させる選択処理を実行する。
2.2 Example of Processing of this Embodiment FIG. 4 is a flowchart for explaining the processing of this embodiment. First, as shown in FIG. 4, the game system displays a selection screen for game play elements (step S1). For example, a character selection screen as shown in FIG. 3 is displayed. The game system then executes a game play element selection process (step S2). For example, the game system executes a selection process in which the opponent subject selects game play elements in a predetermined selection order such as team A, team B, team A, team B, and so on.
 次にゲームシステムは、第1の対戦主体が、第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行ったか否かを判断する(ステップS3)。図3を例にとれば、ゲームシステムは、第1の対戦主体であるチームAのプレーヤ等が、その能力(スキル)に基づいて、ゲームプレイ要素の選択の際の所定の設定の変更指示を行ったか否かを判断する。或いはゲームシステムは、第1の対戦主体が所持したり装備するキャラクタ又はアイテム等のゲームプレイ要素の能力に基づいて、所定の設定の変更指示を行ったか否かを判断する。そしてゲームシステムは、変更指示が行われた場合には、第2の対戦主体が、ゲームプレイ要素を選択する際の所定の設定の変更処理を行う(ステップS4)。例えばゲームシステムは、所定の設定の変更処理として、ゲームプレイ要素の選択順番の変更処理や表示状態の変更処理などを行う。そしてゲームシステムは、ゲームプレイ要素の選択が完了したか否かを判断して(ステップS5)、完了していない場合にはステップS2に戻り、完了した場合には処理を終了する。 Next, the game system determines whether or not the first opponent subject has issued a change instruction based on the ability of the first opponent subject or the game play element (step S3). Taking FIG. 3 as an example, in the game system, the players of team A, who are the first opponents, issue instructions to change predetermined settings when selecting game play elements based on their abilities (skills). Decide whether you went or not. Alternatively, the game system determines whether or not an instruction to change a predetermined setting has been issued based on the ability of the game play element such as the character or item possessed or equipped by the first opponent subject. Then, in the game system, when a change instruction is given, the second opponent subject performs a predetermined setting change process when selecting a game play element (step S4). For example, the game system performs a process of changing the selection order of game play elements, a process of changing a display state, and the like, as the process of changing predetermined settings. Then, the game system determines whether or not the selection of the game play elements has been completed (step S5), returns to step S2 if not completed, and terminates the process if completed.
 以上のように本実施形態では、第1の対戦主体、第2の対戦主体等が対戦ゲームをプレイするためのゲーム処理を行うと共に、各対戦主体が対戦ゲームにおいて使用するゲームプレイ要素を各対戦主体に選択させるための選択処理を行う。そして本実施形態では、図4のステップS3、S4に示すように、第1の対戦主体が、第1の対戦主体の能力又はゲームプレイ要素の能力に基づき変更指示を行った場合に、第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行う。即ちゲームプレイ要素の選択に伴う所定の設定を変更可能にする。このようにすれば、第1の対戦主体は、能力を使用して、第2の対戦主体のゲームプレイ要素の選択に伴う所定の設定を変更することが可能になる。これにより第1の対戦主体は、対戦相手である第2の対戦主体のゲームプレイ要素の選択に影響を及ぼすことが可能になり、例えばゲームプレイ要素の選択に関する戦略を乱すなどの不利益を与えることが可能になる。従って、戦略性や展開に富むゲームプレイ要素の選択を実現できるゲームシステム等の提供が可能になる。 As described above, in the present embodiment, the first opponent subject, the second opponent subject, and the like perform the game processing for playing the battle game, and the game play elements used by each opponent subject in the battle game are set for each battle. A selection process is performed to allow the subject to make a selection. In this embodiment, as shown in steps S3 and S4 of FIG. 4, when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the ability of the game play element, the second change processing of a predetermined setting when the opponent subject selects a game play element. That is, it is possible to change a predetermined setting associated with the selection of game play elements. In this way, the first opponent can use the ability to change the predetermined settings associated with the selection of gameplay elements for the second opponent. This allows the first opponent to influence the choice of gameplay elements of the second opponent, the opponent, to the detriment of, for example, disrupting the strategy of choosing the gameplay elements. becomes possible. Therefore, it is possible to provide a game system or the like that enables selection of game play elements rich in strategy and development.
 図5は本実施形態の詳細な処理を説明するフローチャートである。まずゲームシステムは、第1の対戦主体が変更指示した所定の設定は、ゲームプレイ要素の選択順番かどうかを判断する(ステップS11)。そしてゲームシステムは、このような設定である場合には、第2の対戦主体のゲームプレイ要素の選択順番を変更する(ステップS12)。例えばコンピュータにより設定されるデフォルトの選択順番を、これとは異なる選択順番に変更する。またゲームシステムは、第1の対戦主体が変更指示した所定の設定は、非表示状態のゲームプレイ要素を表示状態にする設定かどうかを判断する(ステップS13)。そしてゲームシステムは、このような設定である場合には、第2の対戦主体により非表示状態に設定されたゲームプレイ要素を表示状態に変更する(ステップS14)。例えば第1の対戦主体に対して隠すために第2の対戦主体が非表示状態に設定した第2の対戦主体のゲームプレイ要素を、表示状態に設定する。またゲームシステムは、第1の対戦主体が変更指示した所定の設定は、選択可能なゲームプレイ要素を選択不能にする設定かどうかを判断する(ステップS15)。そしてゲームシステムは、このような設定である場合には、第2の対戦主体が、複数のゲームプレイ要素から使用するゲームプレイ要素を選択する際に、複数のゲームプレイ要素の少なくとも1つを選択不能に設定する(ステップS16)。例えば第2の対戦主体がゲームプレイ要素を選択する際に、選択の候補となる複数のゲームプレイ要素の少なくとも1つのゲームプレイ要素を、第2の対戦主体が選択できないようにする。 FIG. 5 is a flowchart explaining detailed processing of this embodiment. First, the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is the selection order of game play elements (step S11). Then, in the case of such settings, the game system changes the selection order of the game play elements of the second opponent (step S12). For example, the default selection order set by the computer is changed to a different selection order. Also, the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting to display a hidden game play element (step S13). Then, in the case of such settings, the game system changes the game play element set to the non-display state by the second opponent subject to the display state (step S14). For example, the game play elements of the second opponent that the second opponent set to be hidden in order to be hidden from the first opponent are set to be displayed. The game system also determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that disables the selectable game play elements (step S15). In such a setting, the game system selects at least one of the plurality of gameplay elements when the second opponent subject selects a gameplay element to use from the plurality of gameplay elements. It is set to disabled (step S16). For example, when the second opponent subject selects a game play element, the second opponent subject cannot select at least one game play element among a plurality of game play elements that are candidates for selection.
 このように本実施形態では、図5のステップS11、S12に示すように、所定の設定はゲームプレイ要素の選択順番の設定である。そして第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体のゲームプレイ要素の選択順番を変更する。このようにすれば、第1の対戦主体は、能力を使用して、第2の対戦主体がゲームプレイ要素を選択する際の選択順番を変更できるようになる。従って、第1の対戦主体は、対戦ゲームの戦略を左右する第2の対戦主体のゲームプレイ要素の選択に影響を及ぼすことが可能になる。 Thus, in this embodiment, as shown in steps S11 and S12 of FIG. 5, the predetermined setting is the setting of the order of selection of game play elements. Then, when the first opponent subject issues a change instruction based on the ability, the selection order of the game play elements of the second opponent subject is changed. In this way, the first opponent can use the ability to change the order in which the second opponent chooses game play elements. Thus, a first competing entity can influence the selection of gameplay elements of a second competing entity that govern the strategy of the competitive game.
 例えば図6(A)は、第1の対戦主体であるチームAと第2の対戦主体であるチームBにおけるデフォルトの通常の選択順番である。例えばドラフトピックによりキャラクタが選択されている。図6(A)では、まずチームAが、その1番目のキャラクタであるキャラクタCA1を選択し、次にチームBが、その1番目のキャラクタであるキャラクタCB1を選択する。即ちチームA、チームBの各々は、図3のC3に表示される選択候補の複数のキャラクタCS1、CS2、CS3、CS4・・・の中から所望のキャラクタを選択する。次にチームAが、その2番目のキャラクタであるキャラクタCA2を選択し、次にチームBが、その2番目のキャラクタであるキャラクタCB2を選択する。このようにしてキャラクタCA3、CB3、CA4、CB4、CA5、CB5の順でチームA、チームBのキャラクタが選択されて行く。 For example, FIG. 6(A) shows the default normal selection order for Team A, which is the first opponent, and Team B, which is the second opponent. For example, characters are selected by draft pick. In FIG. 6A, team A first selects character CA1, which is the first character, and then team B selects character CB1, which is the first character. That is, each of team A and team B selects a desired character from a plurality of characters CS1, CS2, CS3, CS4, . . . displayed in C3 of FIG. Team A then selects its second character, character CA2, and team B then selects its second character, character CB2. In this way, the characters of team A and team B are selected in the order of characters CA3, CB3, CA4, CB4, CA5 and CB5.
 そして図6(B)では、第1の対戦主体であるチームAが、その能力(スキル)を発動して、第2の対戦主体であるチームBの選択順番を変更している。即ち図6(A)では、チームBは4番目の選択順番においてキャラクタCB2を選択できたのに対して、図6(B)では、D1に示すように、4番目の選択順番ではチームAがキャラクタCA3を選択し、D2に示すようにチームBは、5番目の選択順番でキャラクタCB2を選択する。即ちチームBの選択順番が、1つだけ繰り下げられており、飛ばされている。このようにすれば、チームAは、例えば図3のC3に示す選択候補の中に、チームBよりも先に選択することを所望するキャラクタがある場合に、チームBの選択順番をD1、D2に示すように繰り下げることで、所望するキャラクタを選択できるようになり、対戦ゲームを有利に進めることが可能になる。 In FIG. 6(B), Team A, the first opponent, activates its ability (skill) to change the selection order of Team B, the second opponent. That is, in FIG. 6A, team B was able to select character CB2 in the fourth selection order, whereas in FIG. Having selected character CA3, team B selects character CB2 in the fifth selection order, as shown at D2. That is, the selection order of team B is moved down by one and skipped. In this way, if team A wishes to select a character before team B among the selection candidates shown in C3 of FIG. By moving down as shown in , a desired character can be selected, and the battle game can be advanced advantageously.
 また図6(C)においても、チームAが、その能力を発動して、チームBの選択順番を変更している。即ち図6(A)では、5番目の選択順番ではチームAがキャラクタCA3を選択しているのに対して、図6(C)では、D3に示すように、5番目の選択順番においてチームBがキャラクタCB3を選択している。また6番目、7番目においても、チームBがキャラクタCB4、CB5を選択しており、その後の8番目、9番目、10番目において、チームAがキャラクタCA3、CA4、CA5を選択している。即ちチームBの選択順番を繰り上げて、連続してキャラクタを選択できるようにしている。このようにチームBの選択順番を繰り上げることで、チームAは、チームBに先にキャラクタを選択させて、チームBが選択したキャラクタを確認した後に、自身のキャラクタを選択できるようになる。例えばチームAは、チームBが選択したキャラクタに対して相性が良く、勝利する確率が高いキャラクタを選択できるようになり、対戦ゲームを有利に進めることが可能になる。 Also in FIG. 6(C), Team A activates its ability and changes the selection order of Team B. That is, in FIG. 6A, team A selects the character CA3 in the fifth selection order, whereas team B selects the character CA3 in the fifth selection order in FIG. selects the character CB3. Team B selects characters CB4 and CB5 in the sixth and seventh times, and team A selects characters CA3, CA4 and CA5 in the eighth, ninth and tenth times. That is, the selection order of team B is advanced so that the characters can be selected continuously. By advancing the selection order of team B in this way, team A allows team B to select a character first, and after confirming the character selected by team B, team A can select its own character. For example, team A can select a character that is compatible with the character selected by team B and has a high probability of winning, thereby making it possible to proceed with the competitive game in an advantageous manner.
 なお、所定の設定を変更する能力は、例えばチームAのプレーヤ等が、当該能力を発動させることなどにより使用できる。例えばチームAのプレーヤ等が、当該能力のスキルを発動することで、所定の設定の変更が行われる。例えば図6(B)においてチームBによるキャラクタの選択の際に、チームAによる能力を発動させることで、D2に示すようにチームBの選択順番を繰り下げる。或いは所定の設定を変更する能力は、チームAのキャラクタやアイテムの使用により発動するものであってもよい。例えば6(B)において、3番目にチームAが選択したキャラクタCA2が、選択順番を繰り下げる能力を有している場合に、チームAがキャラクタCA2を選択すると、キャラクタCA2の能力が発動されて、D2に示すようにチームBの選択順番が繰り下がり、D1に示すようにチームAは連続してキャラクタを選択できるようになる。或いはチームAのプレーヤ等が、特定のアイテムを装備したり、使用すると、チームBの選択順番が変更されるようにしてもよい。 It should be noted that the ability to change a predetermined setting can be used by, for example, a player of Team A by activating the ability. For example, when a player of team A or the like activates the skill of the ability, the predetermined setting is changed. For example, when team B selects a character in FIG. 6B, by activating the ability of team A, the selection order of team B is moved down as indicated by D2. Alternatively, the ability to change predetermined settings may be activated by using team A characters or items. For example, in 6(B), when the character CA2 selected third by the team A has the ability to move down the selection order, when the team A selects the character CA2, the ability of the character CA2 is activated, As indicated by D2, the selection order of team B is moved down, and as indicated by D1, team A can select characters consecutively. Alternatively, when a player of team A equips or uses a specific item, the selection order of team B may be changed.
 また選択順番の変更としては種々の変更態様がある。例えば第1の対戦主体が、第2の対戦主体のゲームプレイ要素の選択順番を自由に決定できるようにしてもよい。即ち第1の対戦主体が、第2の対戦主体のゲームプレイ要素の選択順番をどのような順番にするかを、自由に決定できるようにしてもよい。例えば第2の対戦主体のゲームプレイ要素の選択は、第1の対戦主体の全てのゲームプレイ要素の選択が完了した後に、選択できるようにしたり、逆に、第2の対戦主体の全てのゲームプレイ要素を先に選択させ、その後に第1の対戦主体がゲームプレイ要素を選択できるようにする。或いは第1の対戦主体が、第2の対戦主体の任意のゲームプレイ要素の選択の順番を、自由に決定できるようにする。 Also, there are various modes of changing the selection order. For example, a first player may be allowed to freely determine the order in which gameplay elements are selected for a second player. That is, the first opponent subject may be allowed to freely determine the order in which the game play elements of the second opponent subject should be selected. For example, the selection of the gameplay elements of the second opponent subject can be made after the selection of all the gameplay elements of the first opponent subject is completed, or conversely, all the games of the second opponent subject can be selected. The play element is selected first, and then the first opponent subject is allowed to select the game play element. Alternatively, the first opponent subject can freely determine the order of selection of arbitrary game play elements of the second opponent subject.
 或いは、第1の対戦主体が使用する能力に応じて、ゲームプレイ要素の選択順番の変更の態様が決まっていてもよい。例えば、順番を1つだけ繰り下げる能力、順番を1つだけ繰り上げる能力、所定人数の順番を所定数だけ繰り下げる能力、所定人数の順番を所定数だけ繰り上げる能力というように、能力に応じて、繰り上げや繰り下げの仕方が一意に決まっていてもよい。 Alternatively, the mode of changing the selection order of gameplay elements may be determined according to the abilities used by the first opponent subject. For example, the ability to move down one turn, the ability to move up one turn, the ability to move down the turn of a predetermined number of people by a predetermined number, the ability to move up the turn of a predetermined number of people by a predetermined number, etc. The method of carry-over may be uniquely determined.
 或いは、能力の使用による選択順番の変更は、例えば選択順番をランダムな順番に変更するものであってもよい。例えば第1の対戦主体により能力が使用されると、それまでに選択されたゲームプレイ要素の選択状態が解除され、全てをシャッフルして各チームのゲームプレイ要素をランダムに選択して決定してもよい。例えばドラフトピックによるゲームプレイ要素の選択から、ブラインドピックによるゲームプレイ要素の選択に切り替えてもよい。 Alternatively, changing the selection order by using the ability may, for example, change the selection order to a random order. For example, when the ability is used by the first opponent subject, the previously selected gameplay elements are deselected, all are shuffled, and game play elements for each team are randomly selected and determined. good too. For example, selection of gameplay elements by draft pick may be switched to selection of gameplay elements by blind pick.
 また本実施形態では、図5のステップS13、S14に示すように、所定の設定は、非表示状態のゲームプレイ要素を表示状態にする設定である。そして第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体により非表示状態に設定されたゲームプレイ要素を表示状態に変更する。このようにすれば、第2の対戦主体により非表示状態に設定されたゲームプレイ要素を強制開示させて、どのようなゲームプレイ要素を第2の対戦主体が選択しているのかを第1の対戦主体に視覚的に認識させることが可能になる。 In addition, in this embodiment, as shown in steps S13 and S14 of FIG. 5, the predetermined setting is a setting to display the hidden game play element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element set to the non-display state by the second opponent subject is changed to the display state. In this way, the game play elements set in the non-display state by the second opponent subject are forcibly disclosed, and what kind of gameplay element the second opponent subject has selected is displayed by the first player. It is possible to visually recognize the opponent.
 例えば図7(A)において、第2の対戦主体であるチームBは、3番目のキャラクタCB3の選択が完了しているが、このキャラクタCB3が隠されて、非表示状態になっている。このために第1の対戦主体であるチームAは、チームBにより選択されたキャラクタCB3がどのようなキャラクタなのかを認識できないため、戦略を立てることが難しくなる。従って、このようにキャラクタCB3を隠蔽することで、チームBは対戦ゲームを有利に進めることができる。 For example, in FIG. 7(A), Team B, which is the second opponent subject, has completed the selection of the third character CB3, but this character CB3 is hidden and is in a non-display state. For this reason, the team A, which is the first opponent subject, cannot recognize what kind of character the character CB3 selected by the team B is, so it becomes difficult to formulate a strategy. Therefore, by hiding the character CB3 in this way, the team B can advance the battle game advantageously.
 そして図7(B)では、チームAが設定変更の能力を使用することで、チームBにより非表示状態に設定されたキャラクタCB3が表示状態に変更される。これによりチームAは、チームBが選択したキャラクタCB3がどのようなキャラクタであるかを認識できるようになり、このキャラクタCB3との対戦のための有効な戦略を立てることなどが可能になる。例えばチームAは、表示状態になったチームBのキャラクタCB3を確認して、キャラクタCB3と相性の良いキャラクタを選択できるようになり、対戦ゲームを有利に進めることが可能になる。 In FIG. 7(B), team A uses the setting change ability to change the character CB3, which was set to the hidden state by team B, to the displayed state. As a result, team A can recognize what kind of character the character CB3 selected by team B is, and can make an effective strategy for fighting against this character CB3. For example, team A can confirm the displayed character CB3 of team B and select a character that is compatible with the character CB3, thereby making it possible to advance the battle game advantageously.
 またこの場合に、ゲームプレイ要素の表示状態、非表示状態は、第2の対戦主体のゲームプレイ要素の情報の一部又は全部を、第1の対戦相手が視認可能、視認不能になる状態である。例えば図7(A)、図7(B)では、キャラクタCB3の画像を、非表示状態から表示状態に変更しているが、これに限定されない。例えばキャラクタCB3のステータス、装備アイテム又はスキル等を、非表示状態から表示状態に変更してもよい。例えばキャラクタCB3の画像については非表示状態のままとして、キャラクタCB3のステータス、装備アイテム又はスキル等を、非表示状態から表示状態に変更してもよいし、その逆であってもよい。例えばチームAとしては、キャラクタCB3のステータスや装備アイテムやスキルを知ることで、当該キャラクタCB3に勝利するための戦略を立てることができる。或いはキャラクタCB3の画像については非表示状態のままとして、キャラクタCB3の属性を、非表示状態から表示状態に変更してもよい。例えば近距離タイプ、遠距離タイプ、剣士タイプ又は魔法使いタイプなどの属性を、非表示状態から表示状態に変更してもよい。例えばチームAとしては、キャラクタCB3の属性を知ることで、当該キャラクタCB3に勝利するための有効な戦略を立てることができる。 In this case, the display state and non-display state of the game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent. be. For example, in FIGS. 7A and 7B, the image of the character CB3 is changed from the non-display state to the display state, but the present invention is not limited to this. For example, the status, equipment items, skills, etc. of the character CB3 may be changed from the non-display state to the display state. For example, the image of the character CB3 may remain hidden, and the status, equipment items, skills, etc. of the character CB3 may be changed from hidden to displayed, or vice versa. For example, by knowing the status, equipment items, and skills of character CB3, team A can formulate a strategy for defeating character CB3. Alternatively, the image of the character CB3 may remain in the non-display state, and the attribute of the character CB3 may be changed from the non-display state to the display state. For example, attributes such as short-distance type, long-distance type, swordsman type, or wizard type may be changed from hidden state to displayed state. For example, by knowing the attributes of the character CB3, team A can formulate an effective strategy for winning against the character CB3.
 また本実施形態では図5のステップS15、S16に示すように、所定の設定は、選択可能なゲームプレイ要素を選択不能にする設定である。そして第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体が複数のゲームプレイ要素の中から使用するゲームプレイ要素を選択する際に、複数のゲームプレイ要素の少なくとも1つを選択不能にする設定を行う。このようにすれば、第2の対戦主体がゲームプレイ要素を選択する際に、選択候補となる複数のゲームプレイ要素の少なくとも1つを選択不能にして、第2の対戦主体が選択できないようにすることが可能になる。 Also, in this embodiment, as shown in steps S15 and S16 of FIG. 5, the predetermined setting is a setting that disables selectable game play elements. Then, when the first opponent subject issues a change instruction based on ability, when the second opponent subject selects a gameplay element to use from among the plurality of gameplay elements, at least Set one to be unselectable. In this way, when the second opponent chooses a game play element, at least one of the plurality of candidate game play elements is made unselectable so that the second opponent cannot select it. it becomes possible to
 例えば図3では、C3に示す選択候補のキャラクタCS1、CS2、CS3、CS4・・・から、チームA、チームBは所望のキャラクタを自身が使用するキャラクタとして選択できる。これに対して、図8では、チームAが能力を使用して、チームBによる例えばキャラクタCS2、CS3の選択を不能にしている。例えばチームBは、選択候補のキャラクタから所望のキャラクタを選択する際に、キャラクタCS2、CS3については選択できないようになる。キャラクタを選択不能にすることは、キャラクタのBANとも呼ばれるが、本実施形態では、チームAが能力に基づいて、チームBがキャラクタを選択する際のキャラクタのBANを行えるようにする。例えば通常のキャラクタのBANは、キャラクタ選択が行われる前に、事前に行われるものであるが、本実施形態では、キャラクタ選択が開始した後に、設定変更の能力に基づいて、キャラクタのBANを可能にする。 For example, in FIG. 3, team A and team B can select a desired character from the selection candidate characters CS1, CS2, CS3, CS4, . In contrast, in FIG. 8, team A uses abilities to disable team B from selecting characters CS2, CS3, for example. For example, team B cannot select characters CS2 and CS3 when selecting a desired character from the selection candidate characters. Making a character unselectable is also called a character ban, but in this embodiment, team A is allowed to ban a character when team B selects a character based on their abilities. For example, a normal character ban is performed in advance before character selection is performed. to
 なおゲームプレイ要素の選択を不能にする手法としては、種々の手法を想定でき、例えば特定の属性や特定の種類のゲームプレイ要素の選択を不能にしたり、特定のグループに属するゲームプレイ要素の選択を不能にしてもよい。また選択不能に設定されたゲームキャラクタについては、選択不能になったことを視覚的に認識させるために、その表示態様を変更することが望ましい。例えば図8では選択不能になったキャラクタCS2に対してバッテンの印が重畳される。これ以外にも選択不能になったゲームプレイ要素の表示枠を黒等の所定色で塗りつぶしてもよい。また選択不能になったゲームプレイ要素は、能力が発動された後、当該ゲームにおいてそのまま継続して選択不能にしてもよいし、能力が発動されたときの第2の対戦主体のゲームプレイ要素の選択時においてだけ選択不能にしてもよい。また図8のように、キャラクタ等のゲームプレイ要素が選択不能になった場合に、選択候補となるゲームプレイ要素の数が減ってしまうため、その代わりとなるゲームプレイ要素を補充するなどしてゲームプレイ要素の数の調整を行ってもよい。 Various methods can be envisioned for disabling the selection of gameplay elements, such as disabling the selection of specific attributes or specific types of gameplay elements, or disabling the selection of gameplay elements belonging to a specific group. may be disabled. In addition, it is desirable to change the display mode of game characters that are set to be unselectable, in order to visually recognize that they are unselectable. For example, in FIG. 8, a batten mark is superimposed on the character CS2 that has become unselectable. Alternatively, the display frame of the unselectable game play element may be filled with a predetermined color such as black. In addition, the unselectable gameplay element may continue to be unselectable in the game after the ability is activated, or the second opponent-based gameplay element when the ability is activated may be rendered unselectable. It may be made unselectable only at the time of selection. Also, as shown in FIG. 8, when a game play element such as a character becomes unselectable, the number of game play elements that are candidates for selection decreases. Adjustments may be made to the number of gameplay elements.
 図9も本実施形態の詳細な処理を説明するフローチャートである。まずゲームシステムは、第1の対戦主体が変更指示した所定の設定は、選択されたゲームプレイ要素を選択解除状態にする設定かどうかを判断する(ステップS21)。そしてゲームシステムは、このような設定であると判断すると、第2の対戦主体が選択したゲームプレイ要素を、選択解除状態に設定する(ステップS22)。例えば第2の対戦主体が選択したゲームプレイ要素を、選択されなかったものとする設定を行う。そして第2の対戦主体にゲームプレイ要素の選択機会を設定し、再度、ゲームプレイ要素を選択させる(ステップS23)。例えばゲームプレイ要素の選択画面において、選択状態が解除されたゲームプレイ要素の代わりとなるゲームプレイ要素を、第2の対戦主体に選択させる。 FIG. 9 is also a flowchart for explaining detailed processing of this embodiment. First, the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that deselects the selected game play element (step S21). Then, when the game system determines that such settings are made, the game play element selected by the second opponent subject is set to a deselected state (step S22). For example, a setting is made such that the game play element selected by the second opponent is not selected. Then, an opportunity to select a game play element is set for the second opponent subject, and the game play element is selected again (step S23). For example, on the game play element selection screen, the second opponent subject selects a game play element to replace the deselected gameplay element.
 このように本実施形態では、所定の設定は、選択されたゲームプレイ要素を選択解除状態にする設定である。そして第1の対戦主体が能力に基づき変更指示を行った場合に、第2の対戦主体が選択したゲームプレイ要素を選択解除状態に設定する。また選択解除状態の設定の後に、第2の対戦主体にゲームプレイ要素の選択機会を設定して、再度、ゲームプレイ要素を選択させる。このようにすれば、第2の対戦主体がゲームプレイ要素を選択した場合にも、選択されたゲームプレイ要素の選択状態を解除して、選択されなかったことにすることが可能になる。そして選択状態が解除されたゲームプレイ要素の代わりとなるゲームプレイ要素を、第2の対戦主体に選択させることが可能になる。 As described above, in the present embodiment, the predetermined setting is a setting that deselects the selected gameplay element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element selected by the second opponent subject is set to a deselected state. After setting the deselected state, the second opponent subject is given an opportunity to select a game play element, and is made to select the game play element again. In this way, even when the second opponent selects a game play element, it is possible to cancel the selected state of the selected game play element so that it has not been selected. Then, it becomes possible to cause the second opponent subject to select a game play element to replace the game play element whose selection state has been canceled.
 例えば図10(A)では、チームBがキャラクタCB3を選択していたが、チームAが能力を使用することで、このキャラクタCB3の選択状態を解除する。これによりチームBによるキャラクタCB3の選択は無かったことになる。そして図10(B)では、図10(A)の選択解除の後に、チームBに対して、キャラクタの選択機会を与え、別のキャラクタCB3を、再度、選択させる。図10(A)のキャラクタCB3と図10(B)のキャラクタCB3は、能力、ステータス、外観等が異なる別のキャラクタである。即ち、再度の選択の際には、選択解除されたキャラクタは選択できないようにする。例えばチームBが、能力の高い例えばスペシャルランクのキャラクタを選択した場合や、チームAの対応するキャラクタと相性が良くなく、チームAが負ける可能性のあるキャラクタを選択する場合がある。このような場合に、チームAが能力に基づいて、チームBが選択したキャラクタの選択状態を解除できることで、チームAは対戦ゲームを有利に進めることが可能になる。 For example, in FIG. 10(A), team B has selected character CB3, but team A uses an ability to cancel the selected state of character CB3. This means that team B did not select character CB3. Then, in FIG. 10(B), after the deselection of FIG. 10(A), team B is given an opportunity to select a character, and another character CB3 is selected again. The character CB3 in FIG. 10A and the character CB3 in FIG. 10B are different characters having different abilities, statuses, appearances, and the like. That is, when selecting again, the character whose selection has been canceled cannot be selected. For example, team B may select a character with high ability, such as a special rank, or may select a character that is incompatible with the corresponding character of team A and may result in team A losing. In such a case, team A can proceed with the competitive game advantageously by allowing team A to cancel the selected state of the character selected by team B based on the ability.
 図11は、ゲームパラメータの消費を条件にゲームプレイ要素の選択の設定を変更する処理を説明するフローチャートである。まずゲームシステムは、第1の対戦主体が、所定の設定の変更指示を行ったかを判断する(ステップS31)。例えば図4~図10(B)で説明したような所定の設定の変更指示を行ったかを判断する。そしてゲームシステムは、このような設定が行われた場合には、所定の条件が満たされたかを判断する(ステップS32)。そしてゲームシステムは、所定の条件が満たされた場合には、所定の設定の変更に必要な所定のゲームパラメータの消費量を変更する(ステップS33)。次にゲームシステムは、第1の対戦主体の所定のゲームパラメータを消費させて、所定の設定の変更処理を行う(ステップS34)。即ち第2の対戦主体のゲームプレイ要素の際の所定の設定の変更処理を行う。 FIG. 11 is a flow chart explaining the process of changing the settings for selecting game play elements on the condition that game parameters are consumed. First, the game system determines whether or not the first opponent subject has given an instruction to change a predetermined setting (step S31). For example, it is determined whether an instruction to change a predetermined setting as described with reference to FIGS. 4 to 10B has been issued. Then, the game system determines whether or not a predetermined condition is satisfied when such settings are made (step S32). Then, when a predetermined condition is satisfied, the game system changes the amount of consumption of the predetermined game parameter necessary for changing the predetermined setting (step S33). Next, the game system consumes predetermined game parameters of the first opponent subject, and performs processing for changing predetermined settings (step S34). That is, the process of changing the predetermined settings for the game play element of the second battle subject is performed.
 このように本実施形態では、図11のステップS34に示すように、第1の対戦主体の所定のゲームパラメータの消費を条件として、所定の設定の変更処理を行う。例えば能力発動用のポイントを消費したり、ヒットポイント、マジックポイントなどのゲームポイントや課金ポイントの消費を条件に、第2の対戦主体のゲームプレイ要素の際の所定の設定の変更を、第1の対戦主体に許可する。このようにすれば、第2の対戦主体のゲームプレイ要素の際の所定の設定を変更するためには、所定のゲームパラメータを消費することが必要になり、対応するコストを支払うことが条件になる。これにより、例えば第1の対戦主体が、無闇に所定の設定の変更指示を行うことで、ゲームバランスが崩れてしまうのを防止できるようになる。 As described above, in this embodiment, as shown in step S34 of FIG. 11, predetermined setting change processing is performed on the condition that the first opponent subject consumes predetermined game parameters. For example, on the condition that points for activating abilities, game points such as hit points and magic points, and billing points are consumed, a change in a predetermined setting during the second battle-based gameplay element can be changed to the first player. Permission to the opponent subject. In this way, in order to change a predetermined setting during the second match-based gameplay element, it is necessary to consume a predetermined game parameter, provided that the corresponding cost is paid. Become. As a result, for example, it is possible to prevent the game balance from collapsing due to the first opponent subject recklessly issuing an instruction to change a predetermined setting.
 また本実施形態では、図11のステップS32、S33に示すように、所定の設定の変更に必要な所定のゲームパラメータの消費量を、所定の条件が満たされた場合に変更する処理を行う。例えば所定の条件である消費量の変更条件が満たされた場合に、所定の設定の変更に必要な消費量を変化させる。このようにすれば、所定の設定に必要な所定のゲームパラメータの消費量を、種々の状況に応じて変化させることが可能になる。例えば少ない消費量のゲームパラメータの消費により、第2の対戦主体のゲームプレイ要素の選択の際の所定の設定を変更できるようにすれば、第1の対戦主体は、能力を使いやすくなる。或いは、逆に、多い消費量のゲームパラメータを消費しなければ、所定の設定を変更できないようにすれば、第1の対戦主体が能力をなかなか使用できないようになる。 Also, in this embodiment, as shown in steps S32 and S33 of FIG. 11, processing is performed to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, when a consumption amount change condition, which is a predetermined condition, is satisfied, the consumption amount required to change the predetermined setting is changed. By doing so, it is possible to change the amount of consumption of the predetermined game parameter required for the predetermined setting according to various situations. For example, by allowing the consumption of a small amount of game parameters to change the predetermined settings in the selection of game play elements for the second player, the first player will be able to use his abilities more easily. Alternatively, conversely, if a predetermined setting cannot be changed without consuming a large amount of game parameters, it becomes difficult for the first opponent subject to use the ability.
 図12は、ゲームパラメータの消費量を変更する所定の条件の判断処理を説明するフローチャートである。まずゲームシステムは、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性関係の情報を取得する(ステップS41)。例えばゲームプレイ要素間の相性度などの相性関係の情報を取得する。またゲームシステムは、第1の対戦主体と第2の対戦主体の戦力差の情報を取得する(ステップS42)。例えばゲームランク差、ゲームレベル差又はゲームプレイ要素の能力パラメータの差などに基づく戦力差の情報を取得する。またゲームシステムは、第1の対戦主体又は第2の対戦主体のゲームプレイ要素の使用履歴の情報を取得する(ステップS43)。例えばゲームプレイ要素の使用回数、使用頻度又は使用傾向等の使用履歴の情報を取得する。そしてゲームシステムは、取得された相性関係、戦力差又は使用履歴に基づいて、所定の条件が満たされたかを判断する(ステップS44)。即ち、図11のステップS32の所定条件が満たされたかを判断する。 FIG. 12 is a flowchart for explaining the process of determining a predetermined condition for changing the game parameter consumption amount. First, the game system acquires information on the compatibility between the game play elements of the first opponent subject and the game play elements of the second opponent subject (step S41). For example, compatibility information such as compatibility between game play elements is acquired. The game system also acquires information on the strength difference between the first opponent subject and the second opponent subject (step S42). For example, the information of the strength difference based on the game rank difference, the game level difference, or the difference in the ability parameter of the game play element is obtained. The game system also acquires information on the usage history of the game play elements of the first opponent subject or the second opponent subject (step S43). For example, usage history information such as the number of uses, frequency of use, or trend of use of gameplay elements is obtained. Then, the game system determines whether a predetermined condition is satisfied based on the obtained compatibility relationship, strength difference, or usage history (step S44). That is, it is determined whether the predetermined condition in step S32 of FIG. 11 is satisfied.
 このように本実施形態では、図12のステップS41、S44に示すように、例えば所定の条件は、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性関係に基づく条件である。そして相性関係に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な消費量を変更する。このようにすれば、第1の対戦主体のゲームプレイ要素と第2の対戦主体のゲームプレイ要素の相性が良いとか、相性が悪いなどに基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。例えば第1の対戦主体が選択したキャラクタと相性がよくないアンチキャラクタと呼ばれるキャラクタを第2の対戦主体が選択した場合には、所定の設定の変更に必要なゲームパラメータの消費量を少なくして、第1の対戦主体が、所定の設定を変更する能力を使いやすくする。これにより例えば第1の対戦主体は、能力を使用して、選択されたアンチキャラクタを選択解除状態に設定するなどの変更指示を容易に行えるようになる。或いは、第1の対戦主体と第2の対戦主体がそれまでに選択したゲームプレイ要素の相性関係に基づいて、その後のゲームプレイ要素の選択の際の所定の設定の変更に必要なゲームパラメータの消費量を変更してもよい。 As described above, in this embodiment, as shown in steps S41 and S44 of FIG. 12, for example, the predetermined condition is based on the compatibility relationship between the gameplay element of the first opponent subject and the gameplay element of the second opponent subject. It is a condition. Then, when a predetermined condition based on the compatibility relationship is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on whether the compatibility between the game play element of the first opponent subject and the game play element of the second opponent subject is good or bad, the predetermined setting is satisfied. The amount of consumption of a predetermined game parameter required for the change of is changed. For example, if the second player selects a character called an anti-character who is not compatible with the character selected by the first player, the amount of game parameters required to change the settings can be reduced. , makes it easier for the first opponent to use the ability to change the predetermined settings. As a result, for example, the first opponent subject can use the ability to easily issue a change instruction such as setting the selected anti-character to a deselected state. Alternatively, based on the compatibility relationship between the game play elements that the first opponent subject and the second opponent subject have selected so far, the game parameters required to change the predetermined settings when selecting the subsequent game play elements are determined. Consumption can be changed.
 また本実施形態では、図12のステップS42、S44に示すように、所定の条件は、例えば第1の対戦主体と第2の対戦主体の戦力差に基づく条件である。そして戦力差に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な消費量を変更する。このようにすれば、第1の対戦主体と第2の対戦主体の戦力差が大きいのか、小さいのか、或いはどちらの戦力が高いのか、低いのかなどに基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。例えば第1の対戦主体と第2の対戦主体に戦力差やランク差がある場合に、パワーバランスの調整の1つとして、能力の使用を利用できるようになる。例えば第1の対戦主体の方が第2の対戦主体よりも戦力が低い場合には、所定の設定の変更に必要な消費量を減少させることで、第1の対戦主体は、能力に基づく所定の設定の変更を行いやすくなり、パワーバランスを調整できる。また第1の対戦主体の方が第2の対戦主体よりも戦力が高い場合には、所定の設定の変更に必要な消費量を増加させることで、第1の対戦主体は、能力に基づく所定の設定の変更を行いにくくなり、パワーバランスを調整できる。 Also, in this embodiment, as shown in steps S42 and S44 of FIG. 12, the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent. Then, when a predetermined condition based on the strength difference is satisfied, the amount of consumption required to change the predetermined setting is changed. In this way, when a predetermined condition is satisfied based on whether the difference in strength between the first opponent subject and the second opponent subject is large or small, or which of the two has higher or lower strength, The amount of consumption of a predetermined game parameter required for changing a predetermined setting is changed. For example, if there is a difference in strength or rank between the first opponent subject and the second opponent subject, the use of abilities can be used as one way of adjusting the power balance. For example, if the first opponent subject is less powerful than the second opponent subject, by reducing the amount of consumption required to change the predetermined settings, the first opponent subject can obtain a predetermined amount based on ability. It becomes easier to change the settings of and adjust the power balance. Also, if the first opponent subject is stronger than the second opponent subject, by increasing the amount of consumption required to change the predetermined settings, the first opponent subject is given a predetermined amount based on ability. It becomes difficult to change the setting of , and you can adjust the power balance.
 また本実施形態では、図12のステップS43、S44に示すように、所定の条件は、第1の対戦主体又は第2の対戦主体のゲームプレイ要素の使用履歴に基づく条件である。そして使用履歴に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な消費量を変更する。このようにすれば、第1の対戦主体や第2の対戦主体のゲームプレイ要素の使用履歴に基づく所定の条件が満たされた場合に、所定の設定の変更に必要な所定のゲームパラメータの消費量が変更されるようになる。例えば対戦ゲームにおいては、使用回数が多かったり使用頻度が高いなど、チームのプレーヤが頻繁に使用する人気度の高いキャラクタが存在する。第2の対戦主体が、このようなキャラクタを選択しようとしたり、選択した場合には、設定の変更に必要な所定のゲームパラメータの消費量を小さくする。こうすれば、第1の対戦主体は、このようなキャラクタの選択を不能にしたり、選択状態を解除する設定の変更指示を行いやすくなり、ゲームバランスを調整できる。一方、第2の対戦主体が、使用頻度や使用回数が低い不人気のキャラクタを選択しようとしたり、選択した場合には、設定の変更に必要な所定のゲームパラメータの消費量を大きくする。こうすれば、第1の対戦主体は、このようなキャラクタの選択を不能にしたり、選択状態を解除する設定の変更指示を行いにくくなり、ゲームバランスを調整できる。 Also, in this embodiment, as shown in steps S43 and S44 of FIG. 12, the predetermined condition is a condition based on the usage history of the game play elements of the first opponent or the second opponent. Then, when a predetermined condition based on the usage history is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on the usage history of the game play elements of the first opponent subject and the second opponent subject is satisfied, the consumption of the predetermined game parameter necessary to change the predetermined setting. amount will change. For example, in a competitive game, there are highly popular characters that are frequently used by the players of the team, such as those that have been used many times or have a high frequency of use. When the second opponent tries to select such a character or selects such a character, the amount of consumption of the predetermined game parameters required for changing the settings is reduced. This makes it easier for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance. On the other hand, when the second opponent tries to select or selects an unpopular character whose usage frequency or frequency of use is low, the amount of consumption of predetermined game parameters required for changing the settings is increased. This makes it difficult for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance.
 図13は、ゲームプレイ要素を変更する能力が使用された場合にその旨を通知する処理を説明するフローチャートである。まずゲームシステムは、第1の対戦主体により所定の設定を変更する能力が使用されたかを判断する(ステップS51)。そしてゲームシステムは、能力が使用された場合には、能力が使用されたことを知らせる通知を第2の対戦主体に対して行う(ステップS52)。例えば通知画面を用いた通知や、所定のアイコン等の表示物を表示することによる通知を行う。次にゲームシステムは、通知を受け取った第2の対戦主体が所定の操作を行ったかを判断する(ステップS53)そしてゲームシステムは、所定の操作が行われた場合には、第1の対戦主体による能力の使用の一部又は全部を禁止する処理を行う(ステップS54)。 FIG. 13 is a flow chart explaining the process of notifying when the ability to change gameplay elements is used. First, the game system determines whether or not the ability to change a predetermined setting has been used by the first opponent subject (step S51). Then, when the ability is used, the game system notifies the second opponent subject that the ability has been used (step S52). For example, notification using a notification screen or notification by displaying a display object such as a predetermined icon is performed. Next, the game system determines whether or not the second opponent who has received the notification has performed a predetermined operation (step S53). A process for prohibiting part or all of the use of the ability by is performed (step S54).
 このように本実施形態では、図13のステップS51、S52に示すように、第1の対戦主体により能力が使用された場合に、能力が使用されたことを知らせる通知を第2の対戦主体に対して行う。このようにすれば、第2の対戦主体のゲームプレイ要素の選択の際の所定の設定を変更する能力が第1の対戦主体により使用された場合に、当該能力が使用されたことを第2の対戦主体に知らせることが可能になる。従って、第2の対戦主体は、第1の対戦主体の能力の使用により、ゲームプレイ要素の選択の際の選択順番等の所定の設定が変更されたことを、当該通知により認識できるようになる。 As described above, in this embodiment, as shown in steps S51 and S52 in FIG. 13, when the ability is used by the first opponent subject, the second opponent subject is notified that the ability has been used. do it against In this way, when the first opponent subject uses the ability to change the predetermined setting in the selection of the game play element of the second opponent subject, the fact that the ability has been used is notified to the second opponent subject. It becomes possible to inform the opponent subject of Therefore, the second opponent subject can recognize from the notification that the predetermined settings such as the order of selection of game play elements have been changed due to the use of the ability of the first opponent subject. .
 また本実施形態では、図13のステップS53、S54に示すように、第2の対戦主体が通知を受け取り、所定の操作を行った場合に、第1の対戦主体による能力の使用の一部又は全部を禁止する処理を行う。このようにすれば、第1の対戦主体が能力を使用したことを知らせる通知を受けた第2の対戦主体が、所定の操作を行うことで、第1の対戦主体による能力の使用の一部又は全部を阻止できるようになり、ゲームバランスの調整を図れる。例えば図14では、チームAによりキャラクタの連続選択の能力が発動されたことが通知されている。キャラクタの連続選択は、チームBのキャラクタの選択順番の繰り下げである。例えば図6(A)~図6(C)で説明したような選択順番の設定を変更する能力が発動されたことが通知されている。この場合には、図14に示すように、この通知を受けたチームBのプレーヤが、連続選択の能力を阻止する所定の操作を行うための画面が表示される。具体的には、連続選択無効アイテムを使用して、チームAによる連続選択の能力の発動を阻止するか否かを選択させるための画面を表示する。これにより、チームBのプレーヤは、チームAによる連続選択の能力の発動を阻止できるようになる。 Further, in this embodiment, as shown in steps S53 and S54 in FIG. 13, when the second opponent subject receives the notification and performs a predetermined operation, part of the use of the ability by the first opponent subject or Prohibit all. In this way, the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance. For example, in FIG. 14, Team A is notified that the ability to continuously select characters has been activated. Consecutive selection of characters means moving down the selection order of the characters of team B. FIG. For example, it is notified that the ability to change the setting of the selection order as described with reference to FIGS. 6A to 6C has been activated. In this case, as shown in FIG. 14, a screen is displayed for the player of team B who has received this notification to perform a predetermined operation to block the continuous selection ability. Specifically, a screen for selecting whether or not to prevent team A from activating the ability of continuous selection using the continuous selection invalid item is displayed. This allows the players of team B to prevent team A from activating the continuous selection ability.
 なお第2の対戦主体の所定の操作による禁止処理は、第1の対戦主体による能力の使用の一部を禁止する処理であってもよい。例えば第1の対戦主体が4人のキャラクタの連続選択の能力を発動した場合に、これを通知された第2の対戦主体が所定の操作を行うと、例えば4人のキャラクタの連続選択の一部が禁止されて、例えば2人のキャラクタの連続選択にする禁止処理が実行される。また第2の対戦主体が非表示状態にしたキャラクタを表示状態にする能力を第1の対戦主体が発動し、これを通知された第2の対戦主体が所定の操作を行うと、非表示状態にされたキャラクタの例えばスキルや属性等の一部の情報のみを表示状態にする禁止処理が実行される。 It should be noted that the prohibition processing by the second opponent subject's predetermined operation may be processing that prohibits part of the use of abilities by the first opponent subject. For example, when the first player activates the ability to continuously select four characters, when the second player who has been notified of this activates a predetermined operation, for example, one of the four characters can be continuously selected. A part is prohibited, and prohibition processing is executed to make, for example, continuous selection of two characters. In addition, when the first opponent subject activates the ability to display the character that was hidden by the second opponent subject, and the second opponent subject being notified of this activates the ability to display the character, the second opponent subject performs a predetermined operation. Inhibition processing is executed to display only part of the information such as skills and attributes of the character that has been turned on.
 またゲームプレイ要素の選択には、ブラインドビックと呼ばれる手法もある。例えば所定の時間内において、2つのチームが選択したキャラクタをお互い見せ合わないでキャラクタ選択を行い、所定時間を経過したときに、各チームが選択したキャラクタを見せ合う手法である。本実施形態では、例えば通常時はドラフトピックによりゲームプレイ要素の選択を行い、例えば第1の対戦主体等が能力を使用すると、ドラフトピックからブランドピックに切り替えるようにしてもよい。 There is also a method called blind-vicking for selecting gameplay elements. For example, within a predetermined time, the characters selected by the two teams are selected without showing each other the characters, and after the predetermined time has passed, the characters selected by the teams are shown to each other. In this embodiment, for example, game play elements may be selected by draft picks during normal times, and, for example, when the first opponent uses an ability, draft picks may be switched to brand picks.
 またキャラクタの中には、非常に能力が高く、対戦において勝つ確率が高いスペシャルランクのキャラクタが存在し、当該キャラクタがスペシャルランクであることがゲームにおいて開示されていない場合がある。このような場合に、例えばスペシャルランクのキャラクタの選択を禁止したり制限する能力を、第1の対戦主体が使用すると、第2の対戦主体によるスペシャルランクのキャラクタの選択を禁止したり制限するようにしてもよい。この場合に、スペシャルランクのキャラクタの選択を全面的に禁止してもよいし、選択できるスペシャルランクのキャラクタの数を制限してもよい。 Also, among the characters, there are special rank characters who have extremely high abilities and a high probability of winning in battle, and the fact that the character is a special rank may not be disclosed in the game. In such a case, for example, if the first opponent uses an ability that prohibits or restricts the selection of a special-ranked character, the selection of a special-ranked character by the second opponent is prohibited or restricted. can be In this case, the selection of special rank characters may be entirely prohibited, or the number of selectable special rank characters may be limited.
 なお、上記のように本実施形態について詳細に説明したが、本開示の新規事項および効果から実体的に逸脱しない多くの変形が可能であることは当業者には容易に理解できるであろう。従って、このような変形例はすべて本開示の範囲に含まれるものとする。例えば、明細書又は図面において、少なくとも一度、より広義または同義な異なる用語と共に記載された用語は、明細書又は図面のいかなる箇所においても、その異なる用語に置き換えることができる。また、ゲーム処理、選択処理、通知処理、表示処理等も本実施形態で説明したものに限定されず、これらと均等な手法も本開示の範囲に含まれる。 Although the present embodiment has been described in detail as above, those skilled in the art will easily understand that many modifications that do not substantially deviate from the novel matters and effects of the present disclosure are possible. Accordingly, all such modifications are intended to be included within the scope of this disclosure. For example, a term described at least once in the specification or drawings together with a different broader or synonymous term can be replaced with the different term anywhere in the specification or drawings. Also, game processing, selection processing, notification processing, display processing, and the like are not limited to those described in the present embodiment, and methods equivalent to these are also included in the scope of the present disclosure.
100…処理部、102…ゲーム処理部、104…選択処理部、106…通知部、118…管理部、120…表示処理部、130…音処理部、170…記憶部、172…ゲームプレイ要素情報記憶部、174…プレーヤ情報記憶部、196…通信部、500…サーバシステム、510…ネットワーク、CA1~CA5、CB1~CB5、CS1~CS4…キャラクタ、TM1~TMn、TM…端末装置 100... Processing unit 102... Game processing unit 104... Selection processing unit 106... Notification unit 118... Management unit 120... Display processing unit 130... Sound processing unit 170... Storage unit 172... Game play element information Memory unit 174 Player information storage unit 196 Communication unit 500 Server system 510 Network CA1 to CA5, CB1 to CB5, CS1 to CS4 Character TM1 to TMn, TM Terminal device

Claims (15)

  1.  第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理を行うゲーム処理部と、
     前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理を行う選択処理部と、
     前記対戦ゲームの表示処理を行う表示処理部と、
     を含み、
     前記選択処理部は、
     前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行うことを特徴とするゲームシステム。
    a game processing unit that performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game;
    a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the battle game;
    a display processing unit that performs display processing of the fighting game;
    including
    The selection processing unit
    Changing a predetermined setting when the second opponent subject selects a gameplay element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the gameplay element A game system characterized by processing.
  2.  請求項1において、
     前記所定の設定は、ゲームプレイ要素の選択順番の設定であり、
     前記選択処理部は、
     前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体のゲームプレイ要素の選択順番を変更することを特徴とするゲームシステム。
    In claim 1,
    The predetermined setting is a setting of the order of selection of game play elements,
    The selection processing unit
    A game system, wherein when the first opponent subject issues the change instruction based on the ability, the selection order of the game play elements of the second opponent subject is changed.
  3.  請求項1又は2において、
     前記所定の設定は、非表示状態のゲームプレイ要素を表示状態にする設定であり、
     前記選択処理部は、
     前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体により非表示状態に設定されたゲームプレイ要素を表示状態に変更することを特徴とするゲームシステム。
    In claim 1 or 2,
    The predetermined setting is a setting to display a hidden gameplay element,
    The selection processing unit
    A game system characterized by changing a game play element set to a non-display state by the second opponent subject to a display state when the first opponent subject issues the change instruction based on the ability. .
  4.  請求項3において、
     ゲームプレイ要素の前記表示状態、前記非表示状態は、前記第2の対戦主体のゲームプレイ要素の情報の一部又は全部を、前記第1の対戦相手が視認可能、視認不能になる状態であることを特徴とするゲームシステム。
    In claim 3,
    The display state and the non-display state of the game play element are states in which part or all of the information of the game play element of the second opponent subject is visible or invisible to the first opponent. A game system characterized by
  5.  請求項1乃至4のいずれかにおいて、
     前記所定の設定は、選択可能なゲームプレイ要素を選択不能にする設定であり、
     前記選択処理部は、
     前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体が複数のゲームプレイ要素の中から使用するゲームプレイ要素を選択する際に、複数のゲームプレイ要素の少なくとも1つを選択不能にする設定を行うことを特徴とするゲームシステム。
    In any one of claims 1 to 4,
    The predetermined setting is a setting that makes a selectable gameplay element unselectable,
    The selection processing unit
    When the first opponent subject issues the change instruction based on the ability, when the second opponent subject selects a gameplay element to use from among a plurality of gameplay elements, a plurality of gameplay A game system characterized by setting at least one element to be unselectable.
  6.  請求項1乃至5のいずれかにおいて、
     前記所定の設定は、選択されたゲームプレイ要素を選択解除状態にする設定であり、
     前記選択処理部は、
     前記第1の対戦主体が前記能力に基づき前記変更指示を行った場合に、前記第2の対戦主体が選択したゲームプレイ要素を前記選択解除状態に設定し、前記選択解除状態の設定の後に、前記第2の対戦主体にゲームプレイ要素の選択機会を設定して、再度、ゲームプレイ要素を選択させることを特徴とするゲームシステム。
    In any one of claims 1 to 5,
    the predetermined setting is a setting that deselects the selected gameplay element;
    The selection processing unit
    setting the game play element selected by the second opponent subject to the deselected state when the first opponent subject issues the change instruction based on the ability, and after setting the deselected state, A game system, wherein an opportunity to select a game play element is set for the second opponent subject, and the game play element is selected again.
  7.  請求項1乃至6のいずれかにおいて、
     前記選択処理部は、
     前記第1の対戦主体の所定のゲームパラメータの消費を条件として、前記所定の設定の変更処理を行うことを特徴とするゲームシステム。
    In any one of claims 1 to 6,
    The selection processing unit
    A game system, wherein the predetermined setting is changed on condition that the first opponent subject consumes a predetermined game parameter.
  8.  請求項7において、
     前記選択処理部は、
     前記所定の設定の変更に必要な前記所定のゲームパラメータの消費量を、所定の条件が満たされた場合に変更する処理を行うことを特徴とするゲームシステム。
    In claim 7,
    The selection processing unit
    A game system, wherein processing is performed to change the amount of consumption of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied.
  9.  請求項8において、
     前記所定の条件は、前記第1の対戦主体のゲームプレイ要素と前記第2の対戦主体のゲームプレイ要素の相性関係に基づく条件であり、
     前記選択処理部は、
     前記相性関係に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更することを特徴とするゲームシステム。
    In claim 8,
    The predetermined condition is a condition based on a compatibility relationship between the game play element of the first competition subject and the game play element of the second competition subject,
    The selection processing unit
    A game system, wherein the consumption required for changing the predetermined setting is changed when the predetermined condition based on the compatibility relationship is satisfied.
  10.  請求項8又は9において、
     前記所定の条件は、前記第1の対戦主体と前記第2の対戦主体の戦力差に基づく条件であり、
     前記選択処理部は、
     前記戦力差に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更することを特徴とするゲームシステム。
    In claim 8 or 9,
    The predetermined condition is a condition based on a difference in strength between the first opponent subject and the second opponent subject,
    The selection processing unit
    A game system, wherein the consumption required to change the predetermined setting is changed when the predetermined condition based on the strength difference is satisfied.
  11.  請求項1乃至10のいずれかにおいて、
     前記所定の条件は、前記第1の対戦主体又は前記第2の対戦主体のゲームプレイ要素の使用履歴に基づく条件であり、
     前記選択処理部は、
     前記使用履歴に基づく前記所定の条件が満たされた場合に、前記所定の設定の変更に必要な前記消費量を変更することを特徴とするゲームシステム。
    In any one of claims 1 to 10,
    The predetermined condition is a condition based on a usage history of gameplay elements of the first opponent subject or the second opponent subject,
    The selection processing unit
    A game system, wherein the consumption required to change the predetermined setting is changed when the predetermined condition based on the usage history is satisfied.
  12.  請求項1乃至11のいずれかにおいて、
     前記第1の対戦主体により前記能力が使用された場合に、前記能力が使用されたことを知らせる通知を前記第2の対戦主体に対して行う通知部を含むことを特徴とするゲームシステム。
    In any one of claims 1 to 11,
    A game system, comprising: a notification unit that, when said ability is used by said first opponent subject, notifies said second opponent subject that said ability has been used.
  13.  請求項12において、
     前記選択処理部は、
     前記第2の対戦主体が前記通知を受け取り、所定の操作を行った場合に、前記第1の対戦主体による前記能力の使用の一部又は全部を禁止する処理を行うことを特徴とするゲームシステム。
    In claim 12,
    The selection processing unit
    A game system characterized by performing a process of prohibiting part or all of the use of the ability by the first opponent subject when the second opponent subject receives the notification and performs a predetermined operation. .
  14.  第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理と、
     前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理と、
     前記対戦ゲームの表示処理と、
     を行い、
     前記選択処理において、前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行うことを特徴とする処理方法。
    game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game;
    a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the competitive game;
    display processing of the fighting game;
    and
    In the selection process, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or the gameplay element, the second opponent subject selects the gameplay element A processing method characterized by performing processing for changing a predetermined setting.
  15.  第1の対戦主体と前記第1の対戦主体の対戦相手である第2の対戦主体を含む複数の対戦主体が対戦ゲームをプレイするためのゲーム処理を行うゲーム処理部と、
     前記複数の対戦主体の各々が前記対戦ゲームにおいて使用するゲームプレイ要素を、前記複数の対戦主体の各々に選択させるための選択処理を行う選択処理部と、
     前記対戦ゲームの表示処理を行う表示処理部として、
     コンピュータを機能させるプログラムを記憶し、
     前記選択処理部は、
     前記第1の対戦主体が、前記第1の対戦主体又はゲームプレイ要素の能力に基づき変更指示を行った場合に、前記第2の対戦主体がゲームプレイ要素を選択する際の所定の設定の変更処理を行うことを特徴とするコンピュータ読み取り可能な情報記憶媒体。
    a game processing unit that performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game;
    a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the battle game;
    As a display processing unit that performs display processing of the battle game,
    store the programs that make the computer work,
    The selection processing unit
    Changing a predetermined setting when the second opponent subject selects a gameplay element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the gameplay element A computer-readable information storage medium characterized by performing processing.
PCT/JP2021/044422 2021-03-26 2021-12-03 Game system, processing method, and information storage medium WO2022201643A1 (en)

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