Recording media and information processing devices for training game content

KR103021855B1Active Publication Date: 2026-09-18SEGA CORP
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Patent Information

Application Number
KR1020257022704
Authority / Receiving Office
KR · KR
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-12-12
Filing Date
2023-10-19
Publication Date
2026-09-18
Estimated Expiration
2043-10-19

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Abstract

A computer-readable, non-transient recording medium recording instructions, wherein the instructions cause a computer to set up training game content when there is input through a terminal device; display a training screen; increase the preset parameters of the training game when there is a player request through the training screen; extract a preset number of owned game content in descending order of the preset parameters of the owned game content; identify the game content with the lowest preset parameters as the reference game content; set some or all of the unextracted owned game content as the set game content; match the preset parameters of the set game content with the preset parameters of the reference game content; and display change information when the reference game content is changed to another game content in conjunction with the increase of the preset parameters of the owned game content.
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Description

Technology Field

[0001] Cross-reference regarding related applications

[0002] The present application claims the benefit of priority from JP 2022-197859 filed December 12, 2022, JP 2022-197860 filed December 12, 2022, JP 2022-197861 filed December 12, 2022, and JP 2022-197862 filed December 12, 2022, the entire contents of which are incorporated herein by reference.

[0003] Technology field

[0004] The present invention relates to a recording medium and an information processing device. Background Technology

[0005] Conventionally, a game is known in which a player trains game content (e.g., characters, items, etc.) owned by the player. Such training may involve, for example, increasing a preset parameter (e.g., level) of the game content owned by the player (owned content).

[0006] In this regard, Patent Document 1 discloses a technique for reducing the effort required of a player in terms of training by collectively combining groups of game content of the same type. Prior art literature

[0007] Patent Document 1: JP 6891987 The problem to be solved

[65535] In these games, in order to reduce the steps required for training game content, one might consider setting a game content among the owned content that has a designated ranking (e.g., 3rd place) for pre-set parameters as the reference game content, and matching the pre-set parameters of other game content (setting game content) with the pre-set parameters of the reference game content (reference parameters). However, since the ranking of pre-set parameters within the owned game content changes depending on gameplay, there is a problem in that it is difficult for the player to recognize the reference game content. Because the ranking of parameters changes depending on gameplay, it is not easy to determine and present the reference game content to the player. Furthermore, in these games, in order to reduce the steps required for training game content, one might consider setting a game content among the owned content that has a designated ranking (e.g., 3rd place) for pre-set parameters as the reference game content, and matching the pre-set parameters of the setting game content pre-set on the settings screen with the pre-set parameters of the reference game content (reference parameters). However, for a player to train the game content they have set themselves, they must first delete the settings of the game content on the settings screen and then move to the training screen, which takes a lot of time. In addition, in these games, to reduce the steps required for training the game content, one can consider setting a game content with a designated ranking (e.g., 3rd place) among the owned game content as the reference game content, and matching the pre-set parameters of the game content set in the settings screen with the pre-set parameters of the reference game content (reference parameters).However, if a player wanted to increase a preset parameter of the standard game content and the preset parameter matched a preset parameter of the setting game content, the player had to check the standard game content on the settings screen, search for the standard game content on the owned character list screen, and specify the standard game content on the training screen. means of solving the problem One or more embodiments of the present invention provide a specific algorithm in an information processing device that assists a player in training game content, wherein the criteria of preset parameters for training game content identify and present the reference game content. Another objective is to provide a recording medium and an information processing device that can reduce the effort required for a player to directly train the set game content. Another objective is to provide a recording medium and an information processing device that can reduce the effort required for a player to train the reference game content.According to a first aspect of the present invention, a computer-readable recording medium for assisting a player in training game content comprises: an action of causing a computer to set a game content designated by the player as a training game content among the game contents owned by the player when there is input from the player through a terminal device; an action of causing the terminal device to display a training screen including an image representing the training game content; an action of increasing a preset parameter of a training game for training game content when there is a player request to train the training game content input through the training screen; an action of extracting a preset number of game contents among the game contents including the training game content in descending order of the preset parameter of the game content for training game content; an action of identifying the game content with the lowest preset parameter among the extracted game contents as a reference game content; an action of setting some or all of the unextracted game contents as a setting game content; and an action of matching the preset parameter of the setting game content with the preset parameter of the reference game content. When the reference game content is changed to another game content in conjunction with an increase in the preset parameters of the owned game content, an operation is executed to display change information indicating that the reference game content has been changed to another content different from the changed reference game content. In addition, in the second aspect of the present invention, the change information includes the name or image of the other game content different from the changed reference game content. In addition, in the third aspect of the present invention, the change information includes preset parameters of the other game content different from the changed reference game content.In addition, according to the fourth aspect of the present invention, the instructions further cause the computer to perform the operation of setting a owned game content designated by a player via a terminal device among owned game contents as training game content, the operation of displaying a training screen including an image representing the training game content, and, upon receiving a player request from the terminal device to train the training game content, the operation of increasing a preset parameter of the training game content shown in the image displayed on the training screen, wherein the display operation includes the operation of displaying change information on the training screen when the reference game content is changed to another game content as a result of increasing the preset parameter of the training game content. In addition, in the fifth aspect of the present invention, when the preset parameter of the reference game content is increased as training game content, the change information includes a query regarding whether to switch the training game content to another game content different from the changed reference game content, and the instructions further cause the computer to perform the operation of switching the training game content to another game content different from the changed reference game content upon receiving a player request from the terminal device. In addition, in the sixth aspect of the present invention, the preset parameter of the reference game content is, as training game content, In the case of increase, the change information indicates that the training game content is changed to a different game content that is different from the changed reference game content. Additionally, in the seventh aspect of the present invention, the instructions additionally cause the computer to execute an operation that consumes a cost associated with the player when increasing a preset parameter of the training game content. Additionally, in the eighth aspect of the present invention, the instructions additionally cause the computer to execute an operation that does not consume a cost when matching a preset parameter of the setting game content with a preset parameter of the reference game content.In addition, according to the tenth aspect of the present invention, a computer-readable non-transient recording medium is provided for recording instructions to assist a player in training game content, wherein the instructions cause a computer to perform the following operations: extracting a predetermined number of owned game content items in order of highest to lowest preset parameters; identifying, among the extracted game content items, the game content with the lowest preset parameter as a reference game content; setting some or all of the unextracted owned game content items as set game content items; matching the preset parameters of the set game content items with the preset parameters of the reference game content items; setting game content items designated by a player via a terminal device among the owned game content items as training game content items; and converting the training game content items into reference game content items based on the designation of the set game content items as training game content items. In addition, in the eleventh aspect of the present invention, the instructions further cause a computer to perform the following operations: when the set game content items are designated as training game content items, query whether to convert the training game content items into reference game content items, and in response to the query, convert the training game content items into reference game content items if the player requests conversion. In addition, in the 12th aspect of the present invention, the commands additionally cause the computer to perform the operation of clearing the settings of the training game content and the operation of displaying a training screen including an image representing the training game content with cleared settings when the player requests not to switch in response to a query.In addition, in the 13th aspect of the present invention, the instructions additionally cause the computer to execute the operation of receiving from the player via a terminal device an instruction related to converting the training game content to the standard game content on a training screen including an image representing the training game content when the configured game content is designated as training game content, and the operation of converting the game content to the standard game content if there is a conversion instruction. In addition, in the 14th aspect of the present invention, the instructions additionally cause the computer to execute the operation of consuming a cost associated with the player when increasing a preset parameter of the training game content. In addition, in the 15th aspect of the present invention, the instructions additionally cause the computer to execute the operation of not consuming a cost when matching a preset parameter of the configured game content with a preset parameter of the standard game content. In addition, according to the 20th aspect of the present invention, a computer-readable non-transient recording medium recording instructions for assisting a player in training game content, wherein the instructions include the operation of extracting a preset number of owned game content in order of highest preset parameter, and from the extracted game content, The operation of identifying the game content with the lowest set parameter as the reference game content, the operation of setting some or all of the owned game content that has not been extracted due to a player's request as the set game content, the operation of matching the preset parameters of the set game content with the preset parameters of the reference game content, the operation of setting the game content designated by the player via the terminal device among the owned game content as the training game content, and the operation of clearing the settings of the set game content based on the designation of the set game content as the training game content are executed.Furthermore, in the 21st aspect of the present invention, the instructions additionally cause the computer, when the setting game content is designated as training game content, to have the control unit query the player whether to cancel the setting of the training game content, and when the player responds to the query and requests to cancel the setting, to have the setting unit execute clearing the setting of the training game content. Furthermore, in the 22nd aspect of the present invention, the instructions additionally cause the computer to execute an operation of switching the training game content to the reference game content when the player responds to the query and requests not to cancel the training game content. Furthermore, in the 23rd aspect of the present invention, the instructions additionally cause the computer, when the setting game content is designated as training game content, to receive an instruction from the player to cancel the setting of the training game content on a training screen including an image representing the training game content, and to execute an operation of clearing the setting of the training game content if there is a cancellation instruction. Furthermore, in the 24th aspect of the present invention, the instructions additionally cause the computer to execute an operation of consuming a cost associated with the player when increasing the preset parameters of the training game content. In addition, in the 25th aspect of the present invention, the instructions additionally cause the computer to perform an operation that does not consume cost when matching a preset parameter of a set game content with a preset parameter of a reference game content.In addition, a recording medium according to the third aspect of the present invention is a computer-readable, non-transient recording medium for recording instructions, and these instructions cause a computer to perform the following operations: extracting a predetermined number of owned game contents from among the game contents owned by a player in descending order of a predetermined parameter; identifying the game content with the lowest predetermined parameter among the extracted game contents as the reference game content; setting some or all of the unextracted owned game contents as the set game content; matching the predetermined parameter of the set game content with the predetermined parameter of the reference game content; and providing an instruction area for increasing the predetermined parameter of the reference game content on a setting screen where the player sets the set game content. In addition, in the 31st aspect of the present invention, the instructions additionally cause the computer to perform the operation of displaying change information indicating a change based on the fact that the reference game content has been changed to another game content due to an increase in the predetermined parameter of the reference game content. In addition, in the 32nd aspect of the present invention, the change information includes the name or image of the other game content that has been changed. In addition, the 33rd aspect of the present invention In an embodiment, the change information includes preset parameters of other game content that has been changed. Additionally, in the 34th embodiment of the present invention, instructions additionally cause the computer to perform an operation that consumes a cost associated with the player when increasing a preset parameter of the reference game content. Additionally, in the 35th embodiment of the present invention, instructions additionally cause the computer to perform an operation that does not consume a cost when matching a preset parameter of the setting game content with a preset parameter of the reference game content. According to the present invention, the player can easily recognize the reference game content that serves as the standard for the preset parameter.In addition, according to the present invention, the effort required for a player to train directly set game content can be reduced. In addition, according to the present invention, the time and effort required for players to train standard game content can be reduced. Effects of the invention delete Brief explanation of the drawing FIG. 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. FIG. 2 is a diagram showing an example of the hardware configuration of a server device. FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as a terminal device shown in FIG. 1. FIG. 4 is a block diagram showing an example of a functional part of a server device. FIG. 5 is a flowchart showing an example of a process flow that displays change information indicating that a reference character has been changed in a game system according to a first embodiment. FIG. 6 is a diagram showing an example of a training screen including an image representing a training character. FIG. 7 is a diagram showing an example of a training screen including change information. FIG. 8 is a diagram showing an example of a training screen when training is continued without switching the training character. FIG. 9 is a diagram showing an example of a training screen in which the training character has been switched to the reference character. FIG. 10 is a flowchart illustrating an example of a process flow for converting a training character to a reference character in a game system according to a second embodiment. FIG. 11 is a diagram illustrating an example of a list of owned characters screen for specifying a training character. FIG. 12 is a diagram illustrating an example of a list of owned characters screen including a query regarding whether to convert the training character. FIG. 13 illustrates an example of a training screen having a training character converted to a reference character. FIG. 14 is a flowchart illustrating an example of a process flow for deleting the settings of a training character in a game system according to a third embodiment. FIG. 15 is a diagram illustrating an example of a list of owned characters screen including a query regarding whether to cancel the settings. FIG. 16 illustrates an example of a training screen including an image representing a training character whose settings have been deleted. FIG. 17 is a flowchart illustrating an example of a process flow for training a reference character from a settings screen in a game system according to a fourth embodiment.FIG. 18 is a diagram showing an example of a setting screen for setting a setting character. Specific details for implementing the invention Hereinafter, various embodiments of the present invention will be described with reference to the attached drawings. To aid in understanding the description, identical components and steps in each drawing are given the same reference number whenever possible, and redundant descriptions are omitted. ---First Embodiment--- First, the first embodiment will be described. <Overall Configuration> FIG. 1 is an example of a network configuration of a sales processing system (1) according to the first embodiment. As shown in FIG. 1, the game system (1) includes a server device (10) and one or more terminal devices (12). The server device (10) and the terminal device (12) are connected so as to communicate through a communication network (NT), such as an intranet, the internet, or a telephone line. The server device (10) is an information processing device that provides the result of a game or the commands themselves, which are executed by executing commands such as a game program (14), to a player of the terminal device (12) through the communication network (NT). In the first embodiment, the server device (10) provides the commands themselves to the player of the terminal device (12). Each terminal device (12) is an information processing device owned by each player, and after installing the commands received from the server device (10), executes them to provide a game to each player. These terminal devices (12) include video game consoles, arcade game consoles, and mobile phones, and examples of such devices include smartphones, tablets, and personal computers. <Hardware Configuration> FIG. 2 illustrates a schematic diagram of an example of the hardware configuration of the server device (10). As shown in FIG. 2, the server device (10) includes a control device (hardware processor) (20), a communication device (26), and a storage device (28). The control unit (20) is mainly composed of a CPU (Central Processing Unit) (22) and memory (24). In the control unit (20), the CPU (22) functions as various functional units by executing pre-set instructions stored in memory (24) or storage device (28). A detailed description of this function will be provided later.The communication device (26) is configured as a communication interface for communicating with an external device. The communication device (26) transmits and receives various information, for example, with a terminal device (12). The storage device (28) is configured as a hard disk, etc. This storage device (28) stores information regarding the results of processing, as well as various commands and information necessary to execute processing in the control device (20), including the game program (14). The server device (10) can be realized using an information processing device such as a dedicated or general-purpose server computer. Additionally, the server device (10) may be configured as a single information processing device or as a plurality of information processing devices distributed through a communication network (NT). Furthermore, FIG. 2 illustrates only a part of the main hardware configuration of the server device (10), and the server device (10) may include other components generally included in a server. Additionally, the hardware configuration of the plurality of terminal devices (12) may be similar to the hardware configuration of the server device (10), except that it includes, for example, an operating device, a display device, and an audio output device. FIG. 3 illustrates an example of the hardware configuration of a smartphone as the terminal device (12) shown in FIG. 1. As shown in FIG. 3, the terminal device (12) includes a main control unit (30), a touch panel (touch screen) (32), a camera (34), a mobile communication unit (36), a wireless LAN communication unit (38), a storage unit (40), and a speaker (42). The main control unit (30) includes a CPU, memory, etc. The main control unit (30) is connected to the touch panel (32), camera (34), mobile communication unit (36), wireless LAN communication unit (38), storage unit (40), and speaker (42), which serve as display input devices. The main control unit (30) has the function of controlling these connections.The touch panel (32) combines a display function and an input function, and is composed of a display (32A) that performs the display function and a touch sensor (32B) that performs the input function. In the first embodiment, the display (32A) can display a game image including an operation input image such as a button image, a cross key image, and a joystick image. The touch sensor (32B) can detect the player's input position on the game image. The camera (34) has the function of capturing still images and / or videos and storing them in the storage unit (40). The mobile communication unit (36) is connected to a mobile communication network via an antenna (36A) and has the function of communicating with other communication devices connected to the mobile communication network. The wireless LAN communication unit (38) is connected to a communication network (NT) via an antenna (38A) and has the function of communicating with other devices, such as a server device (10), connected to the communication network (NT). The storage unit (40) stores various commands and data, such as a game program (14), play data indicating the progress of the game of the game program (14), and player information. Additionally, the play data may be stored in the server device (10). The speaker (42) has the function of outputting game sounds, etc. <Game Overview> As an example of content, the game according to the first embodiment includes a rotary game or quest in which a character can be acquired, and a training game for training the content (character). This lottery game is sometimes called gacha, lottery, or summon. Such quests may also be called battle games, dungeons, exploration, missions, etc. The lottery game according to the first embodiment is a game in which, in response to an execution request (instruction) from a player to execute the lottery game, the player receives one or more characters (content) selected by lottery (randomly selected) from a group of lottery target characters (lottery target content group) that are the target of the lottery game.This lottery game is executed based on the consumption of game currency owned by the player. This game currency includes, for example, paid currency and free currency. Paid currency is paid content provided to the player based on payment such as money, prepaid cards, credit cards, electronic money, or crypto assets. Examples of paid currency include paid items, paid coins, paid points, etc. For example, in the game of the first embodiment, one paid item can be purchased for 160 yen. Conversely, free currency is free content given to the player by playing the game. Examples of free currency include non-paid items, non-paid coins, and non-paid points. Such game execution includes the player logging into the game, winning quests, completing missions, etc. Free currency can be consumed in various games without distinction from paid currency. For example, in certain lottery games, paid items and non-paid items can be consumed without distinction. In addition, in other lottery games, only paid items may be consumed. Furthermore, the quest in the first embodiment is a game in which a deck (party) composed of characters owned by the player fights against appearing enemy characters (including boss characters) based on instructions (requests) from the player to perform a designated quest. For example, the player can organize a deck to be used for the quest by selecting, as desired, a pre-set number (e.g., 5) or fewer of the characters owned by the player from the organization menu for organizing a deck to be used for the quest. When the player clears the quest, the player can receive a specific reward. Examples of clearing the quest include defeating all enemy characters appearing in the quest (reducing hit points to 0 or less) or defeating the boss character appearing at the end of the quest.These clear rewards may be, for example, game currency (non-paid items), enemy characters appearing in quests, player experience points, various items, etc. The training game of the first embodiment is a game in which a player designates one character from among their owned characters (owned content) as a training character, and then strengthens or evolves the character by consuming their own costs (material content). These costs (material content) include material characters, material items (enhancement agents), coins, currency items, etc. In the training game of the first embodiment, a first character synthesis is performed in which a set of material content is consumed for each pre-set parameter (e.g., level) of the training character, thereby increasing (changing) the pre-set parameter of the training character. For example, a player can select the owned character (enhancement) tab from the character menu, and then designate one character from the list of owned characters to make one character a training character. By designating this training character, the player can request (enhancement instruction) to increase the pre-set parameter of the training character on a training screen that includes an image representing the training character. In the first embodiment, when this request is made, pre-set material content is consumed for each pre-set parameter (e.g., level) of the training character. Additionally, in the training game according to the first embodiment, as a second character synthesis, an evolution synthesis is performed in which the training character evolves by consuming material content previously associated with the training character. Examples of pre-associated material content include a character having the same name as the character being trained (a character of the same type), a character having the same attributes as the character being trained, etc. Examples of the evolution of the training character include an increase in the rarity of the training character, an increase in the upper limit of the pre-set parameter (e.g., level) of the training character, etc.For example, a player can select the Evolution tab from the character menu and then designate one of their characters as a training character. The player can specify the training character and issue a request (evolution instruction) to evolve the character. In the first embodiment, when this request is made, material content associated with the training character is consumed in advance. Additionally, in the training game of the first embodiment, since the pre-set parameters of the setting character (setting content) described below are automatically matched (linked) with the pre-set parameters of the reference character (reference content) described below, the setting character cannot be designated as a training target. That is, after the player selects the owned character tab in the character menu, the player cannot specify the set character from the list of owned characters. For example, when the player wants to increase the preset parameters of the set character, the player must increase the preset parameters of the reference character, cancel the setting of the set character on the setting screen, and designate the set character as a training character. <Functional Units> FIG. 4 is a block diagram schematically showing an example of a functional unit of a server device (10). As shown in FIG. 4, the server device (10) includes a storage unit (50), an extraction unit (52), an identification unit (54), a setting unit (56), and a control unit (58) as functional components. The storage unit (50) is realized by one or more storage devices (28). Functional units other than the storage unit (50) are realized by a control device (20) that executes commands (14) stored in the storage device (28), etc. Additionally, some or all of these functional components may be provided to a terminal device (12). In addition, some or all of the processing performed by these functional configurations may be performed by the terminal device (12).Additionally, the storage unit (50), extraction unit (52), identification unit (54), setting unit (56), and control unit (58) in this embodiment may be read as storage section (50), extraction section (52), identification section (54), setting section (56), and control section (58), respectively. The storage unit (50) has the function of storing player information (50A), character information (50B), quest information (50C), etc. Player information (50A) is stored for each player in association with the player ID of the player. Player information (50A) may include, for example, the player's name, age, player ranking, owned content information, standard character information, set character information, number of times it can be set, etc. For example, when a player acquires player experience points, the player ranking increases. Owned content information includes owned character information, owned item information, etc. Owned character information is stored for each owned character owned by the player in association with the owned character ID. This character ID is assigned whenever, for example, a player acquires (owns) a character. For example, the more recently a character is acquired by a player, the higher the value of the owned character ID. Additionally, for example, the owned character IDs of characters of the same type each contain different numerical values. Owned character information includes, for example, the character ID and ability parameters of the character. Examples of ability parameters include level, hit points, attack power, defense power, etc. In the first embodiment, for example, when the character's level increases through a training game, the character's hit points, attack power, defense power, etc., increase. Owned item information includes the item IDs and quantities of various items owned by the player. Examples of such items include game currency (e.g., paid items and non-paid items), weapon items, armor items, etc. Reference character information includes the character ID possessed by the reference character.This reference character is, for example, a character among the owned characters whose pre-set parameters (e.g., level) are in a pre-set ranking (e.g., 3rd place) from the top. The set character information includes the character ID possessed by each set character and the pre-set parameters (e.g., level) of each set character prior to setting. A set character is, for example, one or more characters that the player has pre-set (selected) from among the characters owned by the player. The settable number includes the number (upper limit) of characters that the player can set as set characters. This settable number increases, for example, as the player's ranking increases or as the player spends game currency. Character information (50B) is stored for each character in association with the character ID of that character. Character information (50B) includes, for example, the character's name and image (character image or icon image), ability information, rarity, etc. This character information (50B) is updated as the game operator updates the game. The ability information includes upper limits and initial values ​​for ability parameters (level, hit points, etc.) and skills. Skills include abilities that restore hit points to allied characters in quests or inflict significant damage to enemy characters. Rarity includes a numerical value ranging from 1 to 6, for example. This value may be indicated by, for example, the number of stars. In this case, characters with higher rarity are set to have advantageous ability parameters (e.g., level cap) and skills (e.g., quests) within the game. Quest information (50C) is stored for each quest in association with the quest ID of the quest. Quest information (50C) includes the name and difficulty of the quest, enemy character information, and reward information for completion. Difficulty includes a numerical value ranging from 1 to 6, for example. For example, a higher difficulty value indicates that it is more difficult to complete.Enemy character information includes the character ID and ability parameters of each enemy character appearing in the quest. Completion reward information includes completion rewards that can be obtained when the quest is completed. Examples of such clear rewards include game currency (non-paid items), the character ID of obtainable characters, player experience points, various items, etc. For example, the more difficult the quest, the greater the reward for clearing it. For example, the reward for completing a specific quest may include 300 game currency and weapon items. The extraction unit (52) is a functional unit for extracting a preset number of characters. In the first embodiment, the extraction unit (52) extracts a preset number of characters from among the characters owned by the player in descending order of preset parameters (e.g., level). An example of this preset number is 3. That is, among the owned characters, the extraction unit (52) extracts characters whose preset parameters are ranked from the top up to a preset ranking (e.g., 3rd place) as high-ranking characters. For example, when extracting a specific number of characters, if there are multiple characters having the same preset parameters, the extraction unit (52) prioritizes extracting the character with the highest value included in its own character ID (the character with the most recent acquisition date and time) among the multiple characters. Additionally, the extraction unit (52) extracts a preset number of characters from among the owned characters, excluding characters that have already been set as setting characters. Furthermore, if the preset parameters of a character already set as a setting character are ranked in a specific order from the top, the extraction unit (52) can use the setting unit (56) to cancel the setting of the setting character and extract the character. The identification unit (54) is a functional unit for identifying a character as a reference character.In the first embodiment, the designation unit (54) identifies a character having the lowest preset parameter (e.g., level) among a preset number of characters extracted by the extraction unit (52) as the reference character. For example, if there are multiple characters having the lowest preset parameters among the extracted preset number of characters, the identification unit (54) identifies the character with the highest value included in the owner character ID (the character having the most recent acquisition date and time) as the reference character. Next, the identification unit (54) stores the owner character ID of the identified reference character in the reference character information of the player information (50A). That is, the identification unit (54) identifies a character whose preset parameter is ranked in a preset order (e.g., 3rd place) from the top among the characters owned by the player as the reference character. The setting unit (56) is a functional unit for setting a character as a setting character. In the first embodiment, the setting unit (56) sets some or all of the owner characters that were not extracted by the extraction unit (52) as setting characters. For example, the setting unit (56) sets one or more characters selected by the player from among the owned characters not extracted by the extraction unit (52) as setting characters on the setting screen. That is, the setting unit (56) sets one or more characters selected by the player from among the high-ranking owned characters extracted by the extraction unit (52) as setting characters. Next, the setting unit (56) stores the owner character ID of the setting character in the setting character information of the player information (50A). In addition, the setting unit (56) manages the number of setting characters in the setting character information in the player information (50A). For example, the setting unit (56) increases the number of setting characters when the player's ranking rises or when the player spends game currency.Additionally, the setting unit (56) cancels the setting of the setting character when there is a instruction from the player to cancel the setting of the setting character on the setting screen (e.g., pressing the cancel setting button). For example, the setting unit (56) refers to the setting character information in the player information (50A) and restores (e.g., lowers) the setting character's preset parameters to the preset parameters before the setting. Next, the setting unit (56) deletes the information of the character whose setting has been canceled from the setting character information in the player information (50A). The control unit (58) is a functional unit for controlling the entire game. In the first embodiment, the control unit (58) causes the preset parameters of each setting character to be matched with the preset parameters of the reference character (reference parameters). For example, the control unit (58) refers to the owner character information, setting character information, and reference character information in the player information (50A) and matches (links) the preset parameters (e.g., level) of one or more setting characters with the preset parameters (e.g., level) of the reference character. Here, when the control unit (58) matches the preset parameters of the set character with the preset parameters of the reference character, the control unit (58) does not consume the cost (material content) associated with the player (owned by the player). In other words, the control unit (58) automatically matches the preset parameters of each set character with the preset parameters of the reference character. Additionally, the control unit (58) displays change information indicating that the reference character has been changed to another character. For example, at a specific timing (e.g., when the preset parameters of the owned character change), the control unit (58) displays change information on the touch panel (32) of the terminal device (12) owned by the player based on the change in the owned character ID included in the reference character information of the player information (50A).For example, this change information includes the name or image of the other changed character (reference character). Specifically, the control unit (58) refers to reference character information, such as player information (50A) and character information (50B), and causes the touch panel (32) to display change information including the name or image of the other changed character. Additionally, for example, this change information includes preset parameters of the other changed character (reference character). Specifically, the control unit (58) refers to the owner character information and reference character information of the player information (50A) to determine preset parameters (e.g., level) of the other changed character (reference character) displayed on the touch panel (32). Additionally, if there is a request (reinforcement instruction) from the player to train the training character on a training screen that includes an image of the training character designated by the player as a training target among the owner characters, the control unit (58) increases the preset parameters of the training character. Examples of images representing the training character include the name and image of the training character. For example, when increasing the preset parameters of a training character, the control unit (58) consumes costs associated with the player (e.g., material content owned by the player). Additionally, in the first embodiment, the control unit (58) prohibits the player from training the set character among the owned characters. For example, the control unit (58) prohibits designating the set character as a training character from the list of owned characters and does not open the training screen. If the set character is designated as a training character from the list of owned characters, the control unit (58) can disable reinforcement instructions for the set character on the training screen (reinforcement button disabled). By configuring it in this way, the complexity of the process of matching preset parameters and the confusion that may occur to the player can be suppressed.Additionally, the control unit (58) displays change information on the training screen when the reference character is changed to another character as a result of increasing the preset parameters of the training character. For example, this change information includes a query regarding whether to switch the training character to the changed other character (reference character). For example, when the control unit (58) receives a switch request (switch instruction) from the player, it switches the training character to the other changed character (reference character). Additionally, this change information may be information for automatically switching the training character to the other character (reference character) without a query. For example, the training screen may display an image indicating that the training character has been switched to the other character (reference character) or the changed character (reference character). Additionally, when a request is made by the player to switch the training character to the other character (reference character), the control unit (58) may automatically switch the training character to the other character (reference character) without making any queries from the second time onwards. Likewise, the control unit (58) may not switch the training character without querying from the second time onwards if a request is made by the player not to switch. According to this configuration, even if the reference character is changed frequently, the player does not feel inconvenience. <Display Process Flow> FIG. 5 is a flowchart showing an example of a process flow for displaying change information indicating that the reference character has been changed in the game system (1) according to the first embodiment. In addition, when the player selects the owned character tab in the character menu and then designates one character (Character C) from the owned character list as the training character, the process of the following steps is initiated. The order and content of the following steps may be appropriately changed. (Step SP10) The control unit (58) causes the touch panel (32) to display a training screen including an image representing the training character.For example, this training character is a reference character. FIG. 6 illustrates an example of a training screen (60) including an image representing a training character. As shown in FIG. 6, the character training screen (60) is provided with a character training information area (62), a cost information area (64), a cancel button (66), and an enhance button (68). The training character information area (62) displays an image of the training character, ability parameters including preset parameters (levels), etc. Additionally, the image representing the training character has a mark (M) indicating that the training character (Character C) is a reference character. The cost information area (64) displays the cost (material content) required to increase the preset parameters (levels) of the character being trained by one level and the cost owned by the player. The cancel button (66) is a button for issuing a command to return to the screen listing owned characters without training the training character (enhancing the preset parameters). The enhance button (68) is a button for issuing a command to increase the preset parameters (levels) of the character being trained. For example, whenever the player presses the strengthen button (68), the player can increase the preset parameter of the character being trained by 1. It should be noted that this strengthen button (68) can be directed when the preset parameter of the character being trained is lower than the upper limit and when the player has a cost. Additionally, this strengthen button (68) is replaced by a button to issue a directive to move to the screen for evolving the training character when the preset parameter of the training character reaches the upper limit. Returning to Fig. 5, the process proceeds to step SP12. (Step SP12) The control unit (58) determines whether a strengthen directive has been issued by the player. For example, the control unit (58) determines whether the strengthen button has been pressed on the training screen.If the decision is positive, the process proceeds to step SP14. Conversely, if the decision is negative, that is, if the cancel button is pressed, the series of processes illustrated in FIG. 5 is terminated. (Step SP14) The control unit (58) consumes the cost (material content) owned by the player to increase the preset parameter (e.g., level) of the character being trained by 1 by performing reinforcement synthesis. Then, the process proceeds to step SP16. (Step SP16) The extraction unit (52) refers to the owned character information of the player information (50A) and extracts a preset number (e.g., 3) of characters from the owned characters in descending order of the preset parameter (e.g., level). For example, the extraction unit (52) extracts character A, whose preset parameter is 90, character B, whose preset parameter is 65, and character C, whose preset parameter is 60, from the owned characters. Then the process moves to step SP18. (Step SP18) The identification unit (54) designates the character with the lowest preset parameter (e.g., level) among the preset number of characters extracted in step SP16 as the reference character. For example, the identification unit (54) identifies character C, whose preset parameter is 60, as the reference character. Then the process moves to step SP20. (Step SP20) The identification unit (54) stores the character ID of the reference character (character C) identified in step SP18 in the reference character information of the player information (50A). Then the process moves to step SP22. (Step SP22) The control unit (58) refers to the owner character information, set character information, and reference character information of the player information (50A) to match (link) the preset parameters (e.g., level) of each set character to the preset parameters of the reference character.For example, the control unit (58) stores the preset parameters of each set character within the owner character information of the player information (50A) as preset parameters (preset parameters) (60) of the reference character (character C). Then the process moves to step SP24. (Step SP24) The control unit (58) determines whether the reference character has been changed to another character. For example, the control unit (58) determines whether the owner character ID included in the reference character information of the player information (50A) at step SP20 has been changed to another owner character ID. If the determination is positive, the process moves to step SP26. Conversely, if the decision is negative, the process moves to step SP10 (step SP26). The control unit (58) causes the touch panel (32) to display a training screen containing change information. FIG. 7 illustrates an example of a training screen (70) containing change information. As shown in FIG. 7, the training screen (70) is equipped with a change information area (72), a query information area (74), a cancel button (76), and a switch button (78). The change information area (72) displays information indicating that the reference character has been changed to another character, an image of the previous reference character and pre-set parameters (Character C), an image of the new reference character and pre-set parameters (Character B), etc. Additionally, the image representing the new reference character is marked with a mark (M) indicating that it is the reference character. The query information area (74) displays a query regarding whether to switch the training character to the new reference character (Character B). The cancel button (76) is a button to issue a command to continue training without switching the training character. The switch button (78) is a button to issue a command to switch the training character to the new reference character (Character B). Returning to Fig. 5, the process moves to step SP28.(Step SP28) The control unit (58) determines whether a switch instruction has been made by the player. For example, the control unit (58) determines whether a switch button has been pressed on a training screen containing change information. If the determination is negative, that is, when the cancel button is pressed and the training character must continue without switching, the process proceeds to Step SP10. FIG. 8 illustrates an example of a training screen (80) in which training is continued without switching the training character. As illustrated in FIG. 8, the training screen (80) is equipped with a training character information area (82), a cost information area (84), a cancel button (86), and an enhancement button (88). In the character information area (82), an image representing the character being trained and ability parameters including pre-set parameters (levels) are displayed. Returning to FIG. 5, if the determination in Step SP28 is positive, the process proceeds to Step SP30. (Step SP30) The control unit (58) switches the training character to the reference character. Then the process moves to step SP10. FIG. 9 illustrates an example of a training screen (90) in which a training character is converted into a reference character. As shown in FIG. 9, the training screen (90) is equipped with a training character information area (92), a cost information area (94), a cancel button (96), and an enhancement button (98). In the character information area (92), an image representing the character being trained and ability parameters including pre-set parameters (levels) are displayed. On the image representing the training character, a mark (M) is displayed indicating that the training character (Character B) is a reference character.<Technical Effects> As described above, in the first embodiment, the computer functions as an extraction unit (52) that extracts a predetermined number of owned content in descending order of predetermined parameters, a specific unit (54) that designates the content with the lowest predetermined parameter among the extracted content as reference content, a setting unit (56) that sets some or all of the unextracted owned content as setting content, and a control unit (58) that matches the predetermined parameters of each setting content with the predetermined parameters of the reference content, and the control unit (58) displays change information indicating that the reference content has been changed to other content. According to this configuration, by displaying change information based on the fact that the reference content has been changed to other content, the player can easily recognize the reference content that serves as the standard for the predetermined parameters. In the first embodiment, the change information includes the name or image of the changed other content. According to this configuration, since the name or image of the changed other content is included in the change information, the player can easily recognize the reference content that serves as the standard for the predetermined parameters. In addition, in the first embodiment, the change information [includes] the predetermined parameters of the changed other content Included. According to this configuration, since the preset parameters of other changed content are included in the change information, the player can easily recognize the preset parameters of the reference content that serves as the standard for the preset parameters.In addition, in the first embodiment, the control unit (58) sets the content designated by the player as a training target among the owned content as training content, and when there is a request from the player to train the training content, increases the preset parameters of the training content on a training screen including an image representing the training content, and if the reference content is changed to another content as a result of increasing the preset parameters of the training content, displays change information on the training screen. According to this configuration, by displaying change information on the training screen, the player training the content can easily recognize the reference content that serves as the standard for the preset parameters. In the first embodiment, the change information includes a query regarding whether to switch the training content to another changed content, and the control unit (58) switches the training content to another changed content when the player requests the switch. According to this configuration, the player can request to switch the training content to another changed content, and thus the player can easily recognize the reference content that serves as the standard for the preset parameters. Additionally, the preset parameters of the other changed content (reference content) can be easily increased, and thereby, the preset parameters of the setting content can be easily matched (increased). Also, in the first embodiment, the change information is to switch the training content to the other changed content. According to this configuration, since the training content is changed to another content that changes to the reference content, the player does not feel uncomfortable. Also, the player can easily increase the preset parameters of the other content (reference content). Also, in the first embodiment, the control unit (58) consumes the cost associated with the player when increasing the preset parameters of the training content.According to this configuration, it is possible to prevent the player from incurring costs by incorrectly increasing the preset parameters of owned content other than the standard content. Additionally, in the first embodiment, the control unit (58) does not incur any costs in matching the preset parameters of the configuration content with the preset parameters of the standard content. According to this configuration, the player can reduce the effort required to obtain costs for the training configuration content, thereby providing the player with motivation to play the game. ---Second Embodiment--- Next, the second embodiment is described. The second embodiment differs from the first embodiment in that the control unit (58) converts the training character into the standard character based on the designation of the configuration character as the training character. The configuration and functions of the game system according to the second embodiment, which are not described below, are similar to the configuration and functions of the game system according to the first embodiment. In the second embodiment, the control unit (58) converts the training character into the standard character based on the designation of the configuration character as the training character. For example, when the configuration character is designated as the training character, the control unit (58) converts the training character into the standard character. Next, the control unit (58) displays a training screen containing an image representing a reference character. For example, this training screen contains information indicating that the designated training character was a setting character and therefore the training character has been converted to a reference character. For example, if the setting character is designated as the training character, the control unit (58) queries whether the training character should be converted to a reference character. Next, in response to the query, the control unit (58) converts the training character to a reference character if there is a request for conversion (conversion instruction) from the player. Next, the control unit (58) displays a training screen containing an image representing a reference character.Conversely, if the player requests not to switch in response to the query, the control unit (58) does not switch the training character to the standard character, clears the query, and displays a list of owned characters for designating the training character. The setting unit (56) should be noted that if there is a request from the player not to switch, the setting of the training character (setting character) can be canceled. Next, the control unit (58) displays a training screen containing an image representing the character whose setting as a training character has been canceled. Additionally, if the setting character is designated as a training character, the control unit (58) accepts a instruction from the player to switch the training character to the standard character on the training screen containing an image representing the training content. That is, even if the setting character is designated as a training character, the control unit (58) does not query whether to switch the training character to the standard character, but rather displays the training screen. For example, this training screen does not have a strengthen button (disabled) for issuing instructions to strengthen the training character (setting character), but instead has a switch button for issuing instructions to switch the training character to the standard character. Next, the control unit (58) switches the training character to the standard character on the training screen when there is a switch instruction (pressing the switch button) from the player. Additionally, the training screen may be provided with a clear setting button to issue a command to cancel the setting of the training character (setting character). For example, the setting unit (56) cancels the setting of the training character when there is a cancel instruction (pressing the clear setting button). Next, the control unit (58) provides (enables) a strengthen button on the training screen. <Switching Process Flow> Figure 10 is a flowchart showing an example of a process for switching the training character to the standard character in the game system (1) according to the second embodiment.Additionally, the process of the following steps is initiated, for example, when the player selects a tab for the owned character in the character menu. The order and content of the following steps may be appropriately changed. (Step SP40) The control unit (58) causes the touch panel (32) to display an owned character list screen in which the player can specify the training character. FIG. 11 illustrates an example of an owned character list screen (100) for specifying the characters to be trained. As illustrated in FIG. 11, the owned character list screen (100) is equipped with an owned character information area (102) and a back button (104). The owned character information area (102) displays images of each of the player's owned characters, preset parameters (levels), information indicating whether the character is a set character, etc. Additionally, in the owned character information area (102), a mark (M) is attached to the reference character. In the owned character information area (102), the preset parameters of the set character are displayed with the same values ​​as the preset parameters of the reference character, and are displayed in a different way than the preset parameters of characters other than the set character. The parameters previously set before each setting character is set can be displayed in the owner character information area (102). The back button (104) is a button for issuing a command to return (switch) from the character menu to the main menu screen. When the back button (104) is pressed, the series of processes illustrated in FIG. 10 is terminated. Returning to FIG. 10, the process moves to step SP42. (Step SP42) The control unit (58) determines whether the setting character has been designated as a training character by the player. For example, the control unit (58) determines whether an image representing the setting character on the owner character list screen has been designated (pressed). If the determination is positive, the process moves to step SP44.Conversely, if the decision is negative, that is, if an image other than the set character is specified, the process proceeds to step SP52 (step SP44). The control unit (58) displays a list of owned characters containing a query regarding whether to switch the training character on the touch panel (32). FIG. 12 illustrates an example of a list of owned characters (110) containing a query regarding whether to switch the training character. As shown in FIG. 12, the list of owned characters (110) is provided with a designated character information area (112), a query information area (114), a cancel button (116), and a switch button (118). The designated character information area (112) displays information indicating that the set character has been designated as the training character. The query information area (114) indicates a query regarding whether to switch the training character to the reference character (Character C). The cancel button (116) is a button that issues an instruction to clear the query without switching the training character and return to the screen for specifying the training character (list of owned characters screen). Switch The button (118) is used to execute instructions to switch the training character to the reference character (Character C). Returning to Fig. 10, the process moves to step SP46. (Step SP46) The control unit (58) determines whether the switch instruction has been executed by the player. For example, the control unit (58) determines whether the switch button has been pressed on the owned character list screen, which includes a query regarding whether to switch the character being trained. If the decision is positive, the process moves to step SP48. Conversely, if the decision is negative, that is, if the cancel button has been pressed, the process moves to the process of step SP40. (Step SP48) The control unit (58) switches the training character to the reference character. Then the process moves to step SP50.(Step SP50) The control unit (58) causes the touch panel (32) to display a training screen in which the training character has been switched to the reference character. FIG. 13 illustrates an example of a training screen (120) in which the training character is switched to the reference character. As shown in FIG. 13, the training screen (120) has a training character information area (122), a cost information area (124), a cancel button (126), and an enhancement button (128). The training character information area (122) displays information that the training character has been switched to the reference character, an image representing the training character (reference character), and ability parameters including preset parameters (levels). Then, the series of processes shown in FIG. 10 is terminated. (Step SP52) The control unit (58) displays a training screen on the touch panel (32) that includes an image representing the preset training character. This training screen is the same as FIG. 8. Then, the series of processes illustrated in FIG. 10 are terminated. <Technical Effect> As described above, in the second embodiment, the computer functions as an extraction unit (52) that extracts a predetermined number of owned content in descending order of predetermined parameters, a specific unit (54) that designates the content with the lowest predetermined parameter from the extracted content as reference content, a setting unit (56) that sets some or all of the unextracted owned content as setting content, and a control unit (58) that matches the predetermined parameters of each setting content with the predetermined parameters of the reference content, and the control unit (58) converts the training content into reference content based on the fact that the setting content is designated as training content. According to this configuration, when the setting content is designated as training content, the training content is converted into reference content, so the player can easily recognize the reference content that serves as the standard for the predetermined parameters.In addition, in the second embodiment, the control unit (58) queries whether to switch the training content to the standard content when the setting content is designated as training content, and in response to the query, if the player requests a switch, the control unit (58) switches the training content to the standard content. According to this configuration, the player can request to switch the training content to the standard content, thus making it easier for the player to recognize the standard content as a standard for the preset parameters. The player can also easily increase the preset parameters of the reference content, and thus easily match (increase) the preset parameters of the setting content. Additionally, in the second embodiment, if the player requests not to switch in response to a query, the setting unit (56) cancels the setting of the training content, and the control unit (58) displays a training screen including an image representing the training content with the setting deleted. According to this configuration, if the training content is not switched to the reference content, the setting of the training content is canceled, so the player can train the training content immediately. In the second embodiment, when the setting content is designated as training content, the control unit (58) receives instructions from the player regarding switching the training content to the reference content on the training screen including an image representing the training content, and the control unit (58) switches the content to the standard content if there is a switching instruction. According to this configuration, even when the player designates the setting content as training content, instructions to switch the training content to the reference content on the training screen can be given. Therefore, the player can easily increase the preset parameters of the standard content, and thus can easily match (increase) the preset parameters of the setting content.Additionally, in the second embodiment, the control unit (58) consumes costs associated with the player when increasing the preset parameters of the training content. According to this configuration, it is possible to prevent players from accidentally increasing the preset parameters of owned content other than the reference content and consuming costs. Additionally, in the second embodiment, the control unit (58) does not consume costs when matching the preset parameters of the setting content with the preset parameters of the reference content. According to this configuration, the player can reduce the time and effort required to obtain costs for training the setting content, thereby motivating the player to play the game. ---Third Embodiment--- Next, a third embodiment of the present invention will be described. The third embodiment differs from the second embodiment in that the setting unit (56) cancels the setting of the setting character based on the fact that the setting character has been designated as a training character. The configuration and functions of the game system of the third embodiment, which are not described below, are identical to the configuration and functions of the game system of the first and second embodiments. In the third embodiment, the setting unit (56) cancels the setting of the setting character based on the player designating the setting character as a training character. For example, when the setting character is designated as a training character, the control unit (58) automatically deletes the setting of the setting character. Then, the control unit (58) displays a training screen including an image representing the training character whose setting has been canceled. For example, this training screen includes information indicating that the setting of the training character has been canceled because the designated training character was the setting character. Additionally, when the setting character is designated as a training character, the control unit (58) asks the player whether to cancel the setting of the training character.Next, the setting unit (56), in response to the query, cancels the setting of the training character if there is a cancellation request from the player. Next, the control unit (58) displays a training screen containing an image representing the training character whose setting has been canceled. Conversely, if the control unit (58) receives a request from the player not to release the character in response to the query, it deletes the query and displays a list of owned characters to designate the training character. The control unit (58) notes that when the player requests not to delete the character, the training character can be switched to the reference character. Then, the control unit (58) displays a training screen containing an image representing the reference character as the training character. Additionally, if the setting character is designated as the training character, the control unit (58) accepts a instruction from the player to cancel the setting of the character on the training screen containing an image representing the character. That is, even when the setting character is designated as the training character, the control unit (58) displays the training screen without querying whether to cancel the setting of the training character. This training screen does not have a reinforcement button to instruct, for example, to reinforce a training character (setting character) (it is disabled), but instead has a setting clear button to instruct to cancel the training character's setting. Next, the setting unit (56) cancels the training character's setting when there is a cancellation instruction (pressing the setting clear button). Next, the control unit (58) provides (enables) a reinforcement button on the training screen. Additionally, this training screen may be equipped with a switching button that issues an instruction to switch the training character (setting character) to a reference character. For example, when there is a switching instruction (pressing the switching button), the control unit (58) displays a training screen that provides (enables) an image representing the reference character and a reinforcement button.<Setting Clear Process Flow> Figure 14 is a flowchart illustrating an example of a process flow for clearing the settings of a training character in a game system (1) according to the third embodiment. Additionally, the process of the following steps is initiated, for example, when a player selects a tab for a character they own from the character menu. The order and content of the following steps may be appropriately changed. (Steps SP60 to SP62) Since the processing in steps SP60 to SP62 is similar to the processing in steps SP40 to SP42 described above, a description thereof is omitted. (Step SP64) The control unit (58) displays a list of owned characters on the touch panel (32) that includes a query regarding whether to clear the settings. FIG. 15 illustrates an example of a list of owned characters screen (130) that includes a query regarding whether to clear the settings. As illustrated in FIG. 15, the list of owned characters screen (130) is equipped with a designated character information area (132), a query information area (134), a cancel button (136), and a setting release button (138). In the designated character information area (132), information indicating that the setting character has been designated as a training character is displayed. The query information area (134) displays a query regarding whether to take the settings of the training character. Additionally, the query information area (134) displays the pre-set parameters of the training character before the settings are cleared (current) and the pre-set parameters after the settings are released (before settings). The cancel button (136) is a button that issues a command to clear the query without clearing the training character's settings and return to the screen for designating the training character (owner character list screen). The release button (138) is a button that issues a command to release the training character's settings. Returning to Fig. 14, the process moves to step SP66. (Step SP66) The control unit (58) determines whether the release command has been performed by the player.For example, the control unit (58) determines whether a button to clear a setting is pressed on the owned character list screen, which includes a query regarding whether the setting should be cleared. If the determination is positive, the process moves to step SP68. Conversely, if the determination is negative, that is, if the cancel button is pressed, the process moves to the process of step SP60. (Step SP68) The setting unit (56) cancels the setting of the training character (setting character) designated by the player. For example, the setting unit (56) restores the previously set parameters of the designated training character (setting character) to the previously set parameters before the setting by referring to the setting character information in the player information (50A). Next, the setting unit (56) deletes the information of the character whose setting has been canceled from the setting character information in the player information (50A). Then the process moves to step SP70. (Step SP70) The control unit (58) displays a training screen on the touch panel (32) that includes an image representing a training character whose settings have been cancelled. FIG. 16 illustrates an example of a training screen (140) that includes an image representing a training character whose settings have been removed. As illustrated in FIG. 16, the training screen (140) is equipped with a training character information area (142), a cost information area (144), a cancel button (146), and an enhancement button (148). The training character information area (142) displays information indicating that the training character settings have been cancelled, an image representing the training character, and ability parameters including pre-set parameters (levels) after the settings have been cleared. Then, the series of processes illustrated in FIG. 16 is terminated. (Step SP72) The process of step SP72 is similar to the process of step SP52 described above, so the description is omitted. Then, the series of processes illustrated in FIG. 16 is terminated.<Technical Effect> As described above, in the third embodiment, the computer functions as an extraction unit (52) that extracts a predetermined number of owned content in descending order of predetermined parameters, a specific unit (54) that designates the content with the lowest predetermined parameter among the extracted content as reference content, a setting unit (56) that sets some or all of the unextracted owned content as setting content according to a request by the player, and a control unit (58) that matches the predetermined parameters of each setting content with the predetermined parameters of the reference content, and the setting unit (56) clears the setting of the setting content based on the fact that the setting content is designated as training content. According to this configuration, since the setting of the setting content is canceled based on the fact that the setting content is designated as training content, the effort required for the player to directly train the setting content can be reduced. Furthermore, in the third embodiment, when the setting content is designated as training content, the control unit (58) asks the player whether to cancel the setting of the training content, and if the player responds to the inquiry and requests cancellation, the setting unit (56) The settings of the training content are cleared. According to this configuration, when the configuration content is designated as training content, the player may request the cancellation of the settings of the training content (configuration content), thereby reducing the time and effort required for the player to directly train the configuration content. Additionally, in the third embodiment, if the player requests not to cancel in response to a query, the control unit (58) switches the training content to the standard content. According to this configuration, when the settings of the training content (configuration content) are not canceled, the training content is switched to the standard content, thereby reducing the effort required for the player to train the standard content.Additionally, in the third embodiment, when the setting content is designated as training content, the control unit (58) receives a command from the player to cancel the setting of the content on a training screen containing an image representing the content, and if there is a cancellation command from the setting unit (56), the setting of the content to be trained is canceled. According to this configuration, even when the player specifies the setting content as training content, the player can issue a command to the training screen to cancel the setting of the training content, thereby reducing the effort required for the player to directly train the setting content. Additionally, in the third embodiment, the control unit (58) consumes costs associated with the player when increasing the preset parameters of the training content. According to this configuration, if the player wishes to directly train the setting content by consuming costs, the effort required for such training can be reduced, thereby preventing the player's motivation to play the game from decreasing. Additionally, in the third embodiment, the control unit (58) does not consume any costs in matching the preset parameters of the setting content with the preset parameters of the reference content. According to this configuration, the player does not spend time and effort to obtain costs for training the setting content. It can be reduced, thereby motivating the player to play the game. ---Fourth Embodiment--- Next, the fourth embodiment will be described. The fourth embodiment differs from the first embodiment, etc., in that the control unit (58) provides a designated area on the setting screen for training a reference character. The configuration and functions of the game system of the fourth embodiment, which are not described below, are identical to the configuration and functions of the game systems of the first to third embodiments. In the fourth embodiment, the control unit (58) provides a designated area on the setting screen where the player sets a character to increase the preset parameters of the reference character.For example, the control unit (58) designates a reference character as a training character on the settings screen and provides an instruction area (training button) for moving to a training screen where the preset parameters can be increased. The control unit (58) may be equipped with an enhancement button that issues an enhancement command to increase the preset parameters of the reference character on the settings screen. For example, the control unit (58) increases the preset parameters of the reference character by 1 each time the player presses the enhancement button on the settings screen. Additionally, the cost (material content) required to increase the preset parameters of the reference character by 1 and the cost owned by the player may be displayed on this settings screen. Furthermore, if the reference character changes to another character due to the increase in the preset parameters of the reference character, the control unit (58) displays change information indicating this. The control unit (58) may display this change information on the settings screen or the training screen. <Training Process Flow> Figure 17 is a flowchart showing an example of a process flow for training a reference character from the settings screen in a game system (1) according to the fourth embodiment. When the player selects the Settings tab in the character menu, the process of the following steps is initiated. The order and content of the following steps may be appropriately changed. (Step SP80) The control unit (58) causes the touch panel (32) to display a settings screen for setting a character. FIG. 18 illustrates an example of a settings screen (150) for a character. As shown in FIG. 18, the settings screen (150) is provided with a high-ranking character information area (152), a training button (154), a character information area (156), an add button (157), a cancel settings button (158), and a back button (159).The high-ranking character information area (152) displays the preset parameters (levels) of each high-ranking character, as well as the image of the character (high-ranking character) owned by the player having the highest preset parameters (levels), including the reference character. Additionally, a mark (M) is attached to the reference character. The training button (154) is a designated area for increasing the preset parameters of the reference character. For example, the training button (154) is a button that designates the reference character as a training character and issues a command to move to a training screen where the preset parameters can be increased. The setting character information area (156) displays the image of the character that the player has set as the setting character among the characters owned by the player, and the preset parameters of the character that is set to match the parameters of the reference character. Additionally, the setting character information area (156) displays the number of characters set by the player and the number of characters that can be set. In the character information area (156), the parameters previously set before each character is set may be displayed. The add button (157) is a button that instructs the player to add a new character from among the characters owned by the player, excluding high-ranking characters. The disable button (158) is used to provide instructions to disable each of the characters. The back button (159) is a button to issue instructions to return (switch) from the character menu to the main menu screen. Returning to Fig. 17, the process moves to step SP82. (Step SP82) The control unit (58) determines whether a training instruction has been issued by the player. For example, the control unit (58) determines whether the training button has been pressed on the settings screen. If the determination is positive, the process moves to step SP84.Conversely, if the decision is negative (e.g., when the back button is pressed), the process terminates the series of processes illustrated in FIG. 17 (steps SP84 to SP104). Since the processes of steps SP84 to SP104 are similar to the processes of steps SP10 to SP30 described above, a description thereof is omitted. <Technical Effects> As described above, in the fourth embodiment, the computer functions as an extraction unit (52) that extracts a preset number of owned content in descending order of preset parameters, a specific unit (54) that designates the content with the lowest preset parameter among the extracted content as reference content, a setting unit (56) that sets some or all of the unextracted owned content as setting content, and a control unit (58) that matches the preset parameters of each setting content with the preset parameters of the reference content, and the control unit (58) provides a designated area that increases the preset parameters of the reference content on a setting screen where the player sets the setting content. According to this configuration, the setting screen of the setting content has an instruction area that increases the preset parameters of the reference content, thereby reducing the effort required by the player to train the reference content. In the fourth embodiment, the control unit (58) displays change information indicating such change based on the fact that the reference content has been changed to other content due to the increase in the preset parameters of the reference content. According to this configuration, based on the fact that the reference content has been changed to other content, on the setting screen By displaying change information, the player can easily recognize the reference content that serves as the basis for the preset parameters. Additionally, in the fourth embodiment, the change information includes the name or image of other changed content. According to this configuration, the name or image of other changed content is included in the change information, making it easier for the player to recognize the reference content as the basis for the given parameters.In the fourth embodiment, the change information includes preset parameters of the other changed content. According to this configuration, since the preset parameters of the other changed content are included in the change information, the player can easily recognize the preset parameters of the reference content that serve as the basis for the preset parameters. Additionally, in the fourth embodiment, the control unit (58) consumes the cost associated with the player when increasing the preset parameters of the reference content. According to this configuration, when the player intends to consume the cost to train the standard content, the time and effort required to train the content can be reduced, thereby preventing the player's motivation for the game from decreasing. Additionally, in the fourth embodiment, the control unit (58) does not consume any cost in matching the preset parameters of the configured content with the preset parameters of the reference content. According to this configuration, the player can reduce the time and effort required to obtain the cost to train the configured content, thereby motivating the player to play the game. ---Examples--- It should be noted that the present invention is not limited to the specific embodiments above. That is, even if a person skilled in the art appropriately modifies the specific embodiment described above, it is included within the scope of the present invention as long as the features of the present invention appear. Furthermore, the components of the embodiment described above and the variations described below may be combined within the technically feasible range, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention. For example, in the first embodiment, the control unit (58) is described as matching the preset parameters of each set character with the preset parameters of the reference character when the preset parameters of the training character increase, but is not limited thereto.For example, the timing for matching the specified parameters may be when the player logs in, before the character menu (owner character list screen, settings screen, etc.) is displayed, before a quest is performed, when the player acquires (owns) a character, when the owned character is sold (released), or when the owned character is consumed as a material character. Additionally, in the first embodiment, the control unit (58) is described as displaying change information when the preset parameters of the training character increase, but the change information may also be displayed when the player acquires (owns) a character, when the owned character is sold (released), or when the owned character is consumed as a material character. Additionally, in the first embodiment, the training game is described as a case where the preset material content is consumed for each of the preset parameters of the training character as a first character synthesis, but the first character synthesis may also consume the material content selected by the player as desired. For example, the first character configuration can alternatively allow the player to select a training character from among the owned characters and material content to be consumed, and to strengthen the training character by combining the selected training character. Additionally, in the first embodiment, the control unit (58) is described as increasing the preset parameters of the training character on the training screen, but it can decrease the preset parameters. For example, if the game can be played more advantageously as the value of the preset parameters decreases, the control unit (58) can decrease the preset parameters on the training screen. Examples of preset parameters include the number of turns required to activate a skill, the cost value required to organize the owned characters into a deck (party), etc. In this case, the reference character may be a player-owned character having a preset rank from the lowest (e.g., 3rd place) in terms of the preset parameters.Additionally, in the first embodiment, the control unit (58) does not consume costs (material content) related to the player when matching the preset parameters of the set character with the preset parameters of the reference character, but costs may be consumed. These costs may also occur over time. Additionally, in the first embodiment, the set character is described as one or more characters that are preset (selected) by the player among the characters owned by the player, for example, but the set character may be automatically set regardless of the player's selection. For example, the setting unit (56) may automatically set a preset number of owned characters (up to the number that can be set) that are not extracted by the extraction unit (52). For example, the setting unit (56) gives priority to characters with high rarity or characters with low preset parameters (level). In the first embodiment, the case where the reference character is designated as the training character in the training screen of FIG. 6 was described, but a character other than the reference character may also be designated. Here, when a character ranked 5th from the top with preset parameters is being trained, and the character's preset parameters become a reference character (ranked 3rd from the top), the control unit (58) displays change information. Furthermore, this change information only needs to have a change information area indicating that the training character has become a reference character, and does not need to have a query information area or a switch button. Also, in the fourth embodiment, although it was described that the control unit (58) displays an instruction area (training button) that increases the preset parameters of the reference character on the setting screen, the instruction area may be an image representing the character (reference character). The setting screen may also be provided with an instruction area that increases the preset parameters of each high-ranking character.Additionally, the settings screen may be provided with a command area for deactivating the settings of each set character and moving the deactivated character to the training screen as a training character. In the first to fourth embodiments, the reference character is a single character, but the reference character may be a plurality of characters. For example, the identification unit (54) identifies a plurality of characters as reference characters when there are a plurality of characters having the lowest preset parameter (e.g., level) among the preset number of characters (upper characters) extracted by the extraction unit (52). In this case, the control unit (58) may train the plurality of reference characters collectively (increase the preset parameters) on the training screen or settings screen. For example, the training screen or settings screen may display an image representing each of the plurality of reference characters and a button for collectively increasing the preset parameters of each of the plurality of reference characters. For example, when the reference character changes to another character due to the simultaneous increase of the preset parameters of each of the plurality of reference characters, the control unit (58) displays change information including an image representing the other character. Other characters may be multiple characters. Additionally, in the first to fourth embodiments, the preset parameters are mainly described as levels, but may also be luck, level limits, skill levels, rarity, hit points, attack power, defense power, etc. Additionally, in the first to fourth embodiments, characters are mainly used as examples of content, but the content may be weapon items, armor items, cards, avatars, costumes, etc. In the above embodiments, memory or storage devices have been described as recording media, but the recording media is not limited to memory or storage devices.The recording medium may be, for example, a storage device such as a hard disk drive (HDD) or a solid state drive (SSD) embedded in a computer system, a magneto-optical disk, a read-only memory (ROM), a compact disk (CD)-ROM, a flash memory, or a portable storage medium. Although the present disclosure has been described with respect to only a limited number of embodiments, those skilled in the art having the advantage of the present disclosure will understand that various other embodiments may be conceived without departing from the scope of the invention. Accordingly, the scope of the invention should be limited only by the appended claims. Explanation of the symbols 10...server device, 12...terminal device, 50...storage means, 52...extraction means, 54...identification means, 56...setting means, 58...control means

Claims

Claim 1 A computer-readable, non-transient recording medium recording instructions to assist a player in training game content, wherein the instructions include: an action of causing a computer to set a game content designated by the player as training game content among the game content owned by the player, upon input from the player through a terminal device; an action of causing the terminal device to display a training screen including an image representing the training game content; an action of increasing a preset parameter of the training game for training the game content upon a player request to train the training game content input through the training screen; an action of extracting a preset number of game content among the game content including the training game content in descending order of the preset parameter of the game content for training the game content; an action of identifying the game content with the lowest preset parameter among the extracted game content as a reference game content; an action of setting some or all of the unextracted game content as setting game content; and an action of matching the preset parameter of the setting game content with the preset parameter of the reference game content. A recording medium that enables an operation to display change information indicating that the reference game content has been changed to a different game content that is different from the changed reference game content, when the reference game content is changed to a different game content in conjunction with an increase in the previously set parameter of the aforementioned owned game content. Claim 2 In claim 1, the recording medium wherein the change information includes the name or image of other game content that is different from the changed standard game content. Claim 3 In claim 2, the change information comprises a recording medium including the preset parameters of the other game content that is different from the standard game content. Claim 4 A recording medium according to claim 1, wherein when the preset parameter of the reference game content is increased as the training game content, the change information includes a query regarding whether to switch the training game content to another game content different from the changed reference game content, and the commands additionally cause the computer to execute an operation of switching the training game content to the other game content different from the changed reference game content when it receives a player request from the terminal device. Claim 5 A recording medium according to claim 1, wherein when the preset parameter of the reference game content is increased as the training game content, the change information indicates that the training game content is changed to a different game content that is different from the changed reference game content. Claim 6 In claim 1, the above instructions additionally cause the computer to execute an action that consumes a cost associated with the player when increasing the above preset parameters of the training game content, a recording medium. Claim 7 In claim 6, the above instructions additionally enable the computer to execute an operation that does not consume cost when matching the preset parameters of the setting game content with the preset parameters of the reference game content, a recording medium. Claim 8 An information processing device that assists a player in training game content includes a hardware processor, wherein, upon receiving input from a player via a terminal device, the hardware processor sets a game content designated by the player among the game contents owned by the player as training game content, the terminal device displays a training screen including an image representing the training game content, and upon receiving a player request to train the training game content input via the training screen, increases the preset parameters of the training game for training the game content, extracts a preset number of game contents among the game contents including the training game content in descending order of the preset parameters of the game contents for training the game content, identifies the game content with the lowest preset parameters among the extracted game contents as reference game content, sets some or all of the unextracted game contents as setting game content, matches the preset parameters of the setting game content with the preset parameters of the reference game content, and when the reference game content is changed to another game content in conjunction with the increase of the preset parameters of the game content, the reference game An information processing device that displays change information indicating that the content has been changed to different game content that is different from the changed standard game content. Claim 9 delete

Citation Information

Patent Citations

  • Program and information processor

    JP2021122696A