Information processing program, information processing method, and information processing system

By introducing the marshaling information setting and automatic marshaling function based on player operations in the game, the problem in the prior art is difficult to arouse the players' willingness to play the game by improving the convenience of players, and more efficient automatic game progress and better player experience are achieved.

CN119677567APending Publication Date: 2025-03-21CYGAMES INC
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Patent Information

Application Number
CN202380059169.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-08-12
Filing Date
2023-07-25
Publication Date
2025-03-21

AI Technical Summary

Technical Problem

It is difficult for existing gaming technology to effectively arouse players' willingness to play games by improving the convenience of players.

Method used

By introducing the marshaling information setting and automatic marshaling functions based on player operations in the game, specific contents can automatically progress under the conditions of meeting the specified parameters, thereby improving the convenience of players.

Benefits of technology

It has achieved the ability to enhance players' willingness to play games by improving players' convenience, and improve the automatic progress efficiency and player experience of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing program causes a computer to execute: a process for setting, on the basis of an operation by a player, grouping information for specific content that is requested to be set, the grouping information including one or more game media and in which a prescribed parameter calculated on the basis of the game media satisfies a minimum condition; the favorable degree is higher when the specified parameters exceed the lowest condition; progressing the specific content on the basis of the set grouping information; and generating marshalling information on the basis of an automatic marshalling function selected by a player, among first and second automatic marshalling functions that are automatic marshalling functions for automatically generating marshalling information, the first automatic marshalling function preferentially satisfying a minimum condition, and the second automatic marshalling function preferentially satisfying a minimum condition. The second auto-grouping function preferentially satisfies the lowest condition and increases the degree of favor.
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method and an information processing system. Background Art

[0002] Conventionally, as shown in Patent Document 1, for example, a type of game called a so-called idle game has been proposed, in which after a player instructs the execution of the game, the game automatically progresses, and when a predetermined period of time has passed, the result of the automatic progress is notified to the user.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 6748838 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] Generally speaking, there is a trend to arouse players' willingness to play games by improving players' convenience related to games.

[0008] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can arouse a player's desire to play a game by improving the player's convenience.

[0009] Solutions for solving problems

[0010] In order to solve the above-mentioned problem, the information processing program causes the computer to execute the following processing:

[0011] The specific content is required to set grouping information based on the player's operation, wherein the specific content includes one or more game media and the grouping information satisfies a minimum condition when a predetermined parameter calculated based on the game media satisfies the minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage;

[0012] advancing the specific content based on the set grouping information; and

[0013] The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.

[0014] In the process of advancing the specific content, the specific content may be advanced without requiring an operation by the player or activation of the game during the progress of the game.

[0015] The computer may further execute a process of allowing the specific content to progress when the set grouping information satisfies the minimum condition, and not allowing the specific content to progress when the set grouping information does not satisfy the minimum condition.

[0016] In the process of advancing the specific content, the time until the advancement of the specific content is completed may be shortened according to the extent to which the predetermined parameter exceeds the minimum condition.

[0017] In order to solve the above problem, an information processing method is performed by one or more computers. In the information processing method, the computer performs the following processing:

[0018] The specific content is required to set grouping information based on the player's operation, wherein the specific content includes one or more game media and the grouping information satisfies a minimum condition when a predetermined parameter calculated based on the game media satisfies the minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage;

[0019] advancing the specific content based on the set grouping information; and

[0020] The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.

[0021] In order to solve the above problem, in the information processing system, the computer performs the following processing:

[0022] The specific content is required to set grouping information based on the player's operation, wherein the specific content includes one or more game media and the grouping information satisfies a minimum condition when a predetermined parameter calculated based on the game media satisfies the minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage;

[0023] advancing the specific content based on the set grouping information; and

[0024] The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.

[0025] Effects of the Invention

[0026] According to the present invention, it is possible to arouse the player's desire to play the game by improving the player's convenience. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] [ Figure 1 ] Figure 1 It is an explanatory diagram showing a schematic configuration of an information processing system.

[0028] [ Figure 2 ] Figure 2 A is a diagram illustrating the hardware configuration of a player terminal. Figure 2 B is a diagram illustrating the hardware configuration of the server.

[0029] [ Figure 3 ] Figure 3 A is a diagram illustrating an example of a home page screen. Figure 3 B is a diagram illustrating an example of an all-player character confirmation screen.

[0030] [ Figure 4 ] Figure 4 A is a diagram illustrating an example of a story screen. Figure 4 B is a diagram illustrating an example of a level screen.

[0031] [ Figure 5 ] Figure 5 A is a diagram illustrating an example of a main story stage screen. Figure 5 B is a diagram illustrating an example of a main story stage selection screen. Figure 5 C is a diagram illustrating an example of a team selection screen.

[0032] [ Figure 6 ] Figure 6 A is a diagram illustrating an example of a battle game screen. Figure 6 B is a diagram illustrating an example of the first result screen. Figure 6 C is a diagram illustrating an example of the second result screen.

[0033] [ Figure 7 ] Figure 7 A is a diagram illustrating an example of an expedition home page screen. Figure 7 B is a diagram for explaining an example of a dispatch destination selection screen.

[0034] [ Figure 8] Figure 8 A is a diagram illustrating an example of a menu screen. Figure 8 B is a first diagram for explaining an example of a notification setting screen. Figure 8 C is a second diagram illustrating an example of the notification setting screen.

[0035] [ Fig. 9 ] Fig. 9 A is a diagram illustrating an example of an expedition completion notification. Fig. 9 B is a first diagram for explaining an example of a priority setting screen. Fig. 9 C is a second diagram illustrating an example of the priority setting screen.

[0036] [ Fig.10 ] Fig.10 A is a first diagram for explaining an example of a first screen for changing priority levels. Fig.10 B is a first diagram for explaining an example of a second priority change screen.

[0037] [ Fig.11 ] Fig.11 A is a second diagram for explaining an example of a second priority change screen. Fig.11 B is a second diagram for explaining an example of the first priority change screen.

[0038] [ Fig.12 ] Fig.12 A is a first diagram for explaining an example of the automatic grouping setting screen. Fig.12 B is a second diagram for explaining an example of the automatic grouping setting screen.

[0039] [ Fig.13 ] Fig.13 A is a first diagram for explaining an example of a composition screen. Fig.13 B is a second diagram for explaining an example of the composition screen. Fig.13 C is a third diagram illustrating an example of a composition screen.

[0040] [ Fig.14 ] Fig.14 A is a diagram for explaining an example of a composition screen when the first automatic composition function is used. Fig.14 B is a diagram for explaining an example of a composition screen when the second automatic composition function is used.

[0041] [ Fig.15 ] Fig.15 A is a fourth diagram illustrating an example of a composition screen. Fig.15 B is a first diagram illustrating an example of a time reduction screen. Fig.15 C is a fifth diagram illustrating an example of a composition screen.

[0042] [ Fig.16 ] Fig.16A is a diagram illustrating an example of a confirmation screen. Fig.16 B is a diagram illustrating an example of a screen display when an expedition begins. Fig.16 C is a first diagram illustrating an example of a time-reduced performance screen.

[0043] [ Fig.17 ] Fig.17 A is a diagram for explaining an example of a dispatch destination selection screen during execution of the expedition game. Fig.17 B is a diagram for explaining an example of a time reduction screen during execution of the expedition game.

[0044] [ Fig.18 ] Fig.18 A is a diagram for explaining an example of a confirmation screen for allowing a player to confirm the use of the shortening function during execution of an expedition game. Fig.18 B is a diagram for explaining an example of a dispatch destination selection screen displayed when the shortening function is used during execution of the expedition game.

[0045] [ Fig.19 ] Fig.19 A is a diagram illustrating an example of a retreat confirmation screen. Fig.19 B is a diagram illustrating an example of an expedition retreat screen.

[0046] [ Fig. 20 ] Fig. 20 A is a diagram for explaining an example of a dispatch destination selection screen when an expedition is completed. Fig. 20 B is a diagram illustrating an example of an expedition completion screen.

[0047] [ Fig.21 ] Fig.21 This is a diagram for explaining an example of a re-dispatch screen.

[0048] [ Fig. 22 ] Fig. 22 A is a diagram illustrating an example of an expedition homepage screen when the expedition is completed. Fig. 22 B is a diagram for explaining an example of a concentrated expedition completion screen.

[0049] [ Fig.23 ] Fig.23 This is a diagram for explaining an example of a re-dispatch screen.

[0050] [ Fig.24 ] Fig.24 A is the first figure illustrating an example of a joint expedition screen. Fig.24 B is a second figure illustrating an example of a joint expedition screen.

[0051] [ Fig.25 ] Fig.25 This is a diagram for explaining an example of a combined expedition confirmation screen.

[0052] [ Fig.26 ] Fig.26 This is a diagram for explaining the structure of the memory in the player terminal and the function as a computer.

[0053] [ Fig. 27 ] Fig. 27 This is a diagram for explaining the structure of a memory in a server and its function as a computer.

[0054] [ Fig.28 ] Fig.28 is a sequence diagram that illustrates the basic processing of the player terminal and the server.

[0055] [ Fig.29 ] Fig.29 This is a first flowchart for explaining the setting process in the player terminal.

[0056] [ Fig.30 ] Fig.30 This is a second flowchart for explaining the setting process in the player terminal.

[0057] [ Fig.31 ] Fig.31 This is a first flowchart for explaining the individual dispatch processing in the player terminal.

[0058] [ Fig.32 ] Fig.32 This is a second flowchart for explaining the individual dispatch processing in the player terminal.

[0059] [ Fig.33 ] Fig.33 This is a third flowchart for explaining the individual dispatch processing in the player terminal.

[0060] [ Fig.34 ] Fig.34 This is a flowchart for explaining the re-dispatch process in the player terminal.

[0061] [ Fig.35 ] Fig.35 This is a first flowchart for explaining the joint expedition process in the player terminal.

[0062] [ Fig.36 ] Fig.36 This is a second flowchart for explaining the joint expedition process in the player terminal.

[0063] [ Fig.37 ] Fig.37 This is a third flowchart for explaining the joint expedition process in the player terminal.

[0064] [ Fig.38 ] Fig.38 1 is a flowchart illustrating the evacuation process in the player terminal.

[0065] [ Fig.39 ] Fig.39 This is a flowchart for explaining the time reduction process after the expedition starts in the player terminal.

[0066] [ Fig.40 ] Fig.40 This is a flowchart illustrating the expedition game progress processing in the server.

[0067] [ Fig.41 ] Fig.41 This is a flowchart illustrating the reward management process in the server.

[0068] [ Fig.42 ] Fig.42 is a flowchart illustrating the expedition completion process in the player terminal. DETAILED DESCRIPTION

[0069] Hereinafter, one embodiment of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values ​​shown in the embodiment are merely examples for easy understanding, and unless otherwise specified, they do not limit the present invention. In addition, in this specification and the accompanying drawings, for elements having substantially the same function and structure, repeated descriptions are omitted by marking the same reference numerals, and illustrations of elements that are not directly related to the present invention are omitted.

[0070] (Overall Structure of Information Processing System S)

[0071] Figure 1 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client server system including a player terminal 1 functioning as a client, that is, a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0072] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 each share the function of controlling the progress of the game, and the game can be progressed through the cooperation of the player terminal 1 and the server 1000 .

[0073] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 widely includes electronic devices that can communicate with the server 1000 wirelessly or by wire. As the player terminal 1, for example, a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. can be listed. In this embodiment, a case where a smartphone is used as the player terminal 1 is described.

[0074] The server 1000 is connected to a plurality of player terminals 1 for communication. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 updates the accumulated information based on the operation input from the player terminal 1, and causes the player terminal 1 to download images and various information.

[0075] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information with the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.

[0076] (Hardware Configuration of Player Terminal 1 and Server 1000)

[0077] Figure 2 A is a diagram for explaining the hardware structure of the player terminal 1. Figure 2 B is a diagram illustrating the hardware structure of the server 1000. Figure 2 As shown in FIG. 1A , the player terminal 1 includes a CPU (Central Processing Unit) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .

[0078] In addition, if Figure 2 As shown in FIG. 1B , the server 1000 includes a CPU 1010 , a memory 1012 , a bus 1014 , an input / output interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .

[0079] In addition, the structures and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the structure of the hardware of the player terminal 1 will be described below, and the description of the server 1000 will be omitted.

[0080] The CPU 10 controls the progress of the game by executing the program stored in the memory 12. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and is used to store programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0081] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0082] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0083] The communication unit 20 is wirelessly connected to the communication base station Na to transmit and receive information such as various data and programs with the server 1000 via the communication network N. In the player terminal 1 , programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18 .

[0084] The input unit 22 is composed of, for example, a touch panel, button, keyboard, mouse, cross key, analog controller, etc. for inputting the player's operation (accepting operation). In addition, the input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may also be composed of an acceleration sensor for detecting the tilt and movement of the player terminal 1 or a microphone for detecting the player's voice. That is, the input unit 22 widely includes a device that can input the player's intention in a recognizable manner.

[0085] The output unit 24 is configured to include a display device and a speaker. In addition, the output unit 24 may also be a device connected (externally connected) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch panel overlapped with the display 26 as the input unit 22.

[0086] (Game Content)

[0087] Next, an example is used to illustrate the content of the game provided by the information processing system S (game device G) of the present embodiment. In the present embodiment, a so-called battle game is provided in which one or more friendly characters are grouped and made to fight against enemy characters. In addition, in the present embodiment, a game of the type called a so-called placement game (in the present embodiment, called an "expedition game") is provided independently of the above-mentioned battle game in which one or more friendly characters that are grouped are dispatched. In the game of the present embodiment, a plurality of friendly characters are provided to the player by the operation side of the game. For example, the player can have a plurality of friendly characters obtained by drawing a so-called gashapon (Japanese: ガチャ), and friendly characters distributed from the operation side.

[0088] In a battle game, a player can select one or more characters from the characters they own to form a team. The player can use the team to play the battle game. In a battle game, the purpose is to get rewards by defeating (eliminating) enemy characters. Players can play a variety of battle games with different enemy characters and difficulty levels.

[0089] In addition, in the expedition game, the player can select one or more of his own characters from his own characters to form a team. The player can use the formed team to play the expedition game. In the expedition game, "expedition" is carried out, and "expedition" means sending the own characters formed into the team for a predetermined required time. Moreover, based on the passage of the required time and the completion (achievement) of the expedition game, the player can receive a reward. That is, in order to start the expedition game, the player's operation and the start of the game are required. On the other hand, the expedition game (specific content) after the start has the following gameplay: the player's operation and the start of the game are not required in the progress of the game, and the game progresses according to the passage of time.

[0090] Moreover, in the expedition game, the purpose is to send the characters of the party organized into the team for a predetermined required time to obtain rewards. In this embodiment, for example, a variety of expedition games can be played, and the details are described later. The difficulty based on the required time, the combat power of the team, etc. varies depending on the type of expedition game.

[0091] Figure 3 A is a diagram showing an example of the home page screen 40 . Figure 3 B is a diagram showing an example of the player's character confirmation screen 50 . Figure 4 A is a diagram showing an example of the story screen 60 . Figure 4 B is a diagram showing an example of the level screen 70 .

[0092] Figure 3The home screen 40 shown in A is the screen that is first displayed after the player clicks the display 26 in the title screen (not shown) (that is, after the game starts). Figure 3 As shown in A, in the home screen 40, a menu bar 41 is displayed at the lower part of the display 26. The menu bar 41 is displayed at the lower part of the display 26 in a normal screen other than a title screen (not shown).

[0093] The menu bar 41 is provided with a plurality of operation units that can be operated (clicked) by the player. The menu bar 41 is provided with a home screen selection operation unit 41a whose name is "Home". The menu bar 41 is provided with a character confirmation screen selection operation unit 41b whose name is "Character". The menu bar 41 is provided with a story screen selection operation unit 41c whose name is "Story". The menu bar 41 is provided with a level screen selection operation unit 41d whose name is "Level". The menu bar 41 is provided with a gashapon screen selection operation unit 41e whose name is "Gachapon". The menu bar 41 is provided with a menu screen selection operation unit 41f whose name is "Menu". In addition, in the menu bar 41, the operation unit corresponding to each screen is highlighted and displayed in a manner that enables identification of the screen being displayed on the display 26.

[0094] When the home screen selection operation portion 41a is clicked, Figure 3 The home screen 40 shown in A is displayed on the display 26. In addition, when the own character confirmation screen selection operation part 41b is clicked, Figure 3 The own character confirmation screen 50 shown in B is displayed on the display 26. In addition, when the story screen selection operation unit 41c is clicked, Figure 4 The story screen 60 shown in A is displayed on the display 26. In addition, when the level screen selection operation unit 41d is clicked, Figure 4 The level screen 70 shown in C is displayed on the display 26 .

[0095] In addition, when the gashapon screen selection operation unit 41e is clicked, a gashapon screen (not shown) is displayed on the display 26. In addition, when the menu screen selection operation unit 41f is clicked, a menu screen (not shown) is displayed on the display 26. In addition, although detailed description is omitted, a gashapon lottery that can obtain a character of one's own by lottery can be performed on the gashapon screen. In addition, game settings and various information can be confirmed on the menu screen.

[0096] A head display area 42 is provided at the top of the home screen 40. At least a portion of the player information associated with the player ID is displayed in the head display area 42. For example, level information 42a indicating the player's level and a physical strength display bar 42b indicating the player's physical strength are displayed in the head display area 42. Figure 3As shown in A, the player's physical strength is displayed in numerical form at the lower part of the physical strength display bar 42b.

[0097] The player information includes the player ID, character identification information for identifying the player's own character (hereinafter referred to as the player's own character ID), level information 42a, physical strength information displayed in the physical strength display bar 42b, story progress information described later, battle game achievement information, in-game currency information indicating the amount of in-game currency held by the player, item information indicating the type and amount of items held by the player, expedition game information indicating the progress status of the expedition game, etc.

[0098] In addition, physical strength is a parameter required by the player to play a battle game. In this embodiment, a plurality of battle games are provided, and a consumption value of physical strength required to play the game, a maximum number of times that can be executed in a day, etc. are set for each battle game. When playing a battle game for which a consumption value of physical strength required to play the game is set, the player consumes physical strength to play the battle game. Therefore, if the physical strength is insufficient, the player cannot play the battle game.

[0099] Although detailed description is omitted, if a player wins a battle game, he or she can obtain a specified value as the player experience value. Moreover, each time the player experience value reaches a certain value, the player level rises. An upper limit value of physical strength is set for the player level. As the player level rises, the upper limit value of physical strength increases. The physical strength is restored to a specified value (for example, 1 point) at a certain time interval (for example, 5 minutes) within the upper limit value range. In the physical strength display bar 42b, the remaining amount of the current physical strength relative to the upper limit value of the physical strength is displayed in a manner that allows visual grasp. In addition, the value of the physical strength displayed at the bottom of the physical strength display bar 42b, that is, as Figure 3 In the example of A, "260 / 277" indicates "277" which is the upper limit of the physical strength in the denominator, and "260" which is the current physical strength of the player in the numerator.

[0100] On the other hand, in this embodiment, the player can play the expedition game without consuming the above-mentioned physical strength. That is, for example, even if the physical strength is exhausted due to playing the battle game, the expedition game can be executed. However, it can also be set that physical strength needs to be consumed in order to play the expedition game.

[0101] In addition, when the own character confirmation screen selection operation part 41b of the menu bar 41 is clicked, Figure 3 The all-player character confirmation screen 50 shown in B is displayed on the display 26. On the all-player character confirmation screen 50, images of all all-player characters corresponding to the all-player character IDs associated with the player ID are displayed.

[0102] That is, all the own characters owned by the player are displayed in the own character confirmation screen 50. In addition, regarding the own character ID, a different ID is assigned to each own character. Furthermore, when a player obtains a new own character through, for example, a gashapon draw, the own character ID of the obtained own character is associated with the player ID of the player.

[0103] Stars (levels), experience points, and ranks are stored corresponding to the characters. The experience points increase when the battle game described later is won or when a specified item is used. The rank is set corresponding to the experience points, and the rank increases whenever the experience points reach a specified value. In addition, an upper limit value of the rank is set for each character, and the rank increases only within the range up to the upper limit value.

[0104] In addition, for the own character, the basic values ​​of combat power such as health, attack power, and defense power are set based on the stars (levels) and levels. The higher the combat power of the own character, the more advantageously the player can make the battle game progress. In addition, the more stars (levels) increase, and the higher the level, the higher the basic values ​​set for the own character.

[0105] In the own character confirmation screen 50, the own character can be equipped with weapons and protective gear (set for the own character). For each equipment item, an additional value for attack power and defense power is set. When the equipment item is equipped, the additional value of each equipment item is added to the above-mentioned basic value, thereby improving the combat power of the own character. The information related to these weapons and protective gear equipment items is also associated with the own character ID and constitutes a part of the player information.

[0106] In this embodiment, special items are provided for increasing the star (level) of one's own character. The player can increase the star (level) of one's own character by consuming the special item corresponding to the one's own character whose star (level) is to be increased in the one's own character confirmation screen 50. In addition, the player can obtain the special item as a reward for completing (achieving) the battle game or expedition game described later.

[0107] When the story screen selection operation portion 41c of the menu bar 41 is clicked, Figure 4 The story screen 60 shown in A is displayed on the display 26. Figure 4 As shown in FIG. 2A , a menu bar 41 , a head display area 42 , a main story selection operation unit 61 , and a character story selection operation unit 62 are displayed on the story screen 60 .

[0108] When the main story selection operation unit 61 in the story screen 60 is clicked, a main story screen (not shown) is displayed on the display 26. In the main story screen, a plurality of main stories that are unlocked according to the degree of progress of a "main level" described later are displayed. When a new main story is unlocked by the player gradually advancing the main level described later, the player can browse the unlocked main story from the main story screen (not shown).

[0109] In addition, when the operation (click) Figure 4 When the character story selection operation unit 62 is operated in the story screen 60 shown in A, a character story (not shown) that is unlocked according to the intimacy of the own character is displayed on the display 26.

[0110] In addition, the intimacy of the own character increases when the battle game described later is won or when a specified item is used. Every time the intimacy reaches a specified value, the level of intimacy increases. In addition, an upper limit value of the level of intimacy is set for the own character, and the level only increases within the range up to the upper limit value. When the intimacy of the own character rises to the upper limit value, all the character stories for the own character are opened. Moreover, when a new character story is opened, the player can browse the opened character story from the character story screen not shown.

[0111] Back to Figure 3 A, when the level screen selection operation unit 41d of the menu bar 41 is clicked, Figure 4 The level screen 70 shown in B is displayed on the display 26. The level screen 70 displays the menu bar 41, the head display area 42, and a plurality of game category selection operation units 71 on which the categories of the provided games are written. Here, five types of games are provided, and five game category selection operation units 71 are displayed.

[0112] The game type selection operation unit 71 includes a main line level selection operation unit 71a recorded as "main line level". The game type selection operation unit 71 includes a guild battle selection operation unit 71b recorded as "guild battle". The game type selection operation unit 71 includes a 1 vs. 1 battle selection operation unit 71c recorded as "1 vs. 1 battle". The game type selection operation unit 71 includes a 3 vs. 3 battle selection operation unit 71d recorded as "3 vs. 3 battle". The game type selection operation unit 71 includes an expedition selection operation unit 71e recorded as "expedition".

[0113] When the main line stage selection operation unit 71a is clicked, a main line stage screen 72 ( Figure 5A) is displayed on the display 26. In addition, when the guild battle selection operation unit 71b is clicked, the guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1 to 1 battle selection operation unit 71c is clicked, the 1 to 1 battle screen (not shown) is displayed on the display 26. In addition, when the 3 to 3 battle selection operation unit 71d is clicked, the 3 to 3 battle screen (not shown) is displayed on the display 26. In addition, when the expedition selection operation unit 71e is clicked, the expedition home page screen 90 (described later) is displayed. Figure 7 A) is displayed on the display 26.

[0114] In addition, depending on the category of the game, an open condition is sometimes set. As an open condition, for example, the player level is above a specified value, and other specified games are completed (achieved). In addition, the category of each game includes multiple games (layers or rounds). Open conditions are also set for these games. And, when the open condition is met, the game open information contained in the player information is updated.

[0115] In the player terminal 1, whether the game is released is determined based on the game release information, and only the game category selection operation unit 71 accepts the player's operation (click) for the game that meets the release condition. Therefore, the player can only play the game that meets the release condition.

[0116] When clicked Figure 4 When the main line stage selection operation unit 71a is used in the stage screen 70 shown in B, Figure 5 The main line stage screen 72 indicated by A is displayed on the display 26 .

[0117] Figure 5 A is a diagram illustrating an example of the main-line stage screen 72 . Figure 5 B is a diagram for explaining an example of the main line stage selection screen 74 . Figure 5 C is a diagram illustrating an example of the team selection screen 77.

[0118] The main line stage screen 72 displays a menu bar 41 , a head display area 42 , and a main line stage operation unit 73 for selecting a plurality of battle games (layers) belonging to the main line stage.

[0119] The mainline level operation unit 73 also displays the achievement information of each battle game. The achievement information is represented by, for example, 3 stars. In a battle game belonging to the mainline level, when the battle game is completed (achieved), stars are obtained according to the number of own characters whose health value is 0 when the battle game is completed (achieved). For example, if there is no own character with a health value of 0, 3 stars are obtained. In addition, for example, if there is only one own character with a health value of 0, 2 stars are obtained. In addition, for example, if there are more than 2 own characters with a health value of 0, 1 star is obtained.

[0120] exist Figure 5 In the example of A, 3 stars were obtained in the battle game "1-1", 2 stars were obtained in the battle game "1-2", and 1 star was obtained in the battle game "1-3". In addition, no star was obtained in the battle game "1-4", which indicates that the battle game has not been completed (achieved).

[0121] In addition, in the main story level, the previous battle game is completed as an unlocking condition. Figure 5 In the example of A, since all battle games up to "1-3" have been completed (achieved), the battle game "1-4" is unlocked, but the battle games after the battle game "1-4" (after "1-5" not shown) are not unlocked.

[0122] When the main line stage operation unit 73 of the battle game, for example, "1-4" is operated (clicked) on the main line stage screen 72, Figure 5 A main line stage selection screen 74 shown in B is displayed on the display 26. The main line stage selection screen 74 displays enemy characters appearing in the battle game and items (rewards) obtainable in the battle game.

[0123] In addition, the physical strength after consumption when the physical strength is consumed to challenge the battle game is displayed on the main line stage selection screen 74. Here, the physical strength displayed is changed from the current physical strength 260 to 252.

[0124] In addition, the main line stage selection screen 74 displays a challenge operation unit 75 with the word “Challenge” for challenging the battle game and a cancel operation unit 76 with the word “Cancel” for terminating the process corresponding to the screen currently being displayed.

[0125] When the cancel operation unit 76 is operated (clicked), Figure 5 The main line stage screen 72 shown in A is displayed on the display 26, and the challenge to the battle game "1-4" that was selected is terminated.

[0126] On the other hand, when the challenge operation unit 75 is operated (clicked), Figure 5 The party selection screen 77 shown in C is displayed on the display 26. All the party characters possessed by the player are displayed on the party selection screen 77, and a selected party character display area 78 for displaying the selected party character is displayed below.

[0127] In addition, a cancel operation unit 76 and a battle start operation unit 79 in which “battle start” is written are displayed on the party selection screen 77 .

[0128] In the squad selection screen 77, when the player operates (clicks) the displayed own character, the operated (clicked) own character is displayed in the selected own character display area 78. That is, here, the own character ID to be used in the battle game (to determine the squad) is selected from the multiple own character IDs associated with the player ID. The squad is formed by the player selecting multiple own characters. In addition, in the squad formation, the same own character cannot be set repeatedly.

[0129] When the squad formation is completed and the battle start operation unit 79 is operated (clicked), the battle game starts, and a battle game screen 80 is displayed on the display 26 .

[0130] Figure 6 A is a diagram for explaining an example of a battle game screen 80 . Figure 6 B is a diagram for explaining an example of the first result screen 83 . Figure 6 C is a diagram illustrating an example of the second result screen 85. In a battle game, Figure 6 As shown in FIG. 8A , a battle game screen 80 is displayed. In the battle game screen 80, the own character and the enemy character are displayed on the display 26. The own character performs actions under computer control, causing damage to the enemy character, or receiving damage from the enemy character. In addition, the enemy character performs actions under computer control, causing damage to the own character, or receiving damage from the own character.

[0131] When an enemy character is given damage, the damage value is subtracted from the enemy character's health. Similarly, when a friendly character is given damage, the damage value is subtracted from the friendly character's health. When the health of all enemy characters becomes 0, the player wins (achievement), and when the health of all friendly characters becomes 0 (defeat), the player loses.

[0132] Here, if Figure 6 As shown in FIG. 8A , a friendly character display area 81 is provided at the bottom of the battle game screen 80. The life value 81a and the special move progress bar 81b of each friendly character are displayed in the friendly character display area 81. When the friendly character receives damage from the enemy character or causes damage to the enemy character, the special move progress bar 81b rises. Moreover, when the special move progress bar 81b reaches a predetermined maximum value, the friendly character becomes able to use the special move. The damage value given by the special move to the enemy character is greater than the damage value given to the enemy character by the usual attack, or the life value of the friendly character is restored, or a special effect is given to the enemy character.

[0133] Here, about the method of using a special move, 2 modes are provided. One is a method in which a player operates (clicks) a special move progress bar 81b displayed in the character display area 81 of one's own side to reach a maximum value of one's own side character. Another is a method in which a player operates (clicks) a special move progress bar 81b displayed in the character display area 81 of one's own side to reach a maximum value and a player's own side character uses a special move by computer control when the special move progress bar 81b reaches a maximum value in an automatic start state. In addition, an automatic selection operation unit 82 is displayed in the battle game screen 80, and the player can switch the automatic start state or the manual start state by operating the automatic selection operation unit 82. When the automatic selection operation unit 82 is operated (clicked) in the manual start state, the special move becomes an automatic start state in which the special move is automatically used. In addition, when the automatic selection operation unit 82 is operated (clicked) in the automatic start state, the special move becomes a manual start state in which the special move is manually used. In addition, in the automatic start state, when the player operates (clicks) a player's own side character in a state in which the special move progress bar 81b reaches a maximum value and has not yet been controlled by a computer and the special move is used, the special move can also be used.

[0134] Then, when the battle game ends normally (normal end), as Figure 6 As shown in B, the first result screen 83 is displayed on the display 26. As an example, Figure 6 B shows the first result screen 83 when the own character wins.

[0135] At least a part of the game result information of the battle game is displayed on the first result screen 83. In addition, a next operation part 84 in which "next" is written is displayed on the first result screen 83.

[0136] When the next operation unit 84 is operated (clicked), Figure 6 The second result screen 85 shown in C is displayed on the display 26 .

[0137] At least a portion of the game result information of the battle game is displayed on the second result screen 85. In addition, a next operation unit 86 with the word "next" is displayed on the second result screen 85. In addition, when the next operation unit 86 is operated (clicked), the display of the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen. In this embodiment, when the next operation unit 86 is operated (clicked), Figure 5 The main line stage screen 72 indicated by A is displayed on the display 26 .

[0138] In addition, the game result information includes the ID of the character of the party (team). In addition, the game result information includes the enemy character ID of the enemy character. In addition, the game result information includes the remaining status information of the character of the party and the enemy character at the end of the battle (whether the life value is 0 at the end of the battle game). In addition, the game result information includes the damage value (total value) caused. In addition, the game result information includes the player operation information (manual start state or automatic start state). In addition, the game result information includes the battle log ID. In addition, the game result information includes the category information of the battle game (main line level, guild battle, etc.). In addition, the game result information includes information associated with the category of each battle game (achievement information, battle game layer, etc.). In addition, the game result information includes the prop information given, etc.

[0139] In addition, if the battle game is in the automatic activation state from the beginning to the end and the special move is not used manually by the player, it is the automatic activation state, and in other cases, it is the manual activation state. In addition, the battle log ID is inherently assigned to each battle game. In addition, the information associated with the category of each battle game is different for each category of the battle game.

[0140] Next, the expedition game involved in this embodiment is described. The expedition game involved in this embodiment has the following gameplay. First, the player selects at least one dispatch destination from any pre-set dispatch destinations. In addition, the player selects one or more of his own characters from his own characters to form a team. Then, the player dispatches the formed team to the selected dispatch destination. Then, when the required time set for each dispatch destination has passed, the expedition game is completed (reached), and the player can receive a reward.

[0141] As described above, when the player operates (clicks) the level screen 70 ( Figure 4 B) when the expedition selection operation unit 71e is pressed, the expedition home page screen 90 ( Figure 7 A) is displayed on the display 26. Figure 7 A is a diagram for explaining an example of the expedition home screen 90. In the present embodiment, a plurality of layers are provided in the expedition game, and each of the plurality of layers includes a plurality of dispatch destinations. Specifically, as the plurality of layers, four layers, namely "layer A", "layer B", "layer C", and "layer D" are provided. However, the number of layers is not limited to this.

[0142] like Figure 7 As shown in FIG. 1A , a plurality of expedition layer selection operation units 91 corresponding to a plurality of layers are displayed in the center of the expedition home page screen 90. Specifically, Figure 7As shown in A, four operation units are displayed, namely, the first expedition layer selection operation unit 91a recorded as "Layer A", the second expedition layer selection operation unit 91b recorded as "Layer B", the third expedition layer selection operation unit 91c recorded as "Layer C", and the fourth expedition layer selection operation unit 91d recorded as "Layer D".

[0143] When the player operates (clicks) any of the first expedition layer selection operation unit 91a to the fourth expedition layer selection operation unit 91d, the corresponding dispatch destination selection screen 100 (described later) is displayed. Figure 7 B) is displayed on the display 26.

[0144] In addition, a menu screen 110 ( Figure 8 A) menu screen selection operation unit 92.

[0145] In addition, a screen for displaying a joint expedition screen 290 ( Fig.24 A) a combined expedition selection operation unit 93.

[0146] In addition, a concentrated expedition completion screen 270 ( Fig. 22 B) The concentrated expedition completion operation unit 94.

[0147] As described above, when the player operates (clicks) the expedition layer selection operation unit 91 on the expedition home screen 90, the corresponding dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26. Figure 7 B is a diagram for explaining an example of the dispatch destination selection screen 100. Figure 7 In B, it is shown that the player operates (clicks) the expedition home screen 90 ( Figure 7 A) When the operation unit 91a is selected at the first expedition level, a dispatch destination selection screen 100 is displayed on the display 26 .

[0148] In this embodiment, four dispatch destinations, namely, "dispatch destination A-1", "dispatch destination A-2", "dispatch destination A-3", and "dispatch destination A-4" are provided as dispatch destinations belonging to "layer A". Similarly, four dispatch destinations are provided for each of "layers B" to "layer D". However, the number of dispatch destinations belonging to each layer is not limited to this, and the number of dispatch destinations belonging to each layer may be the same or different.

[0149] like Figure 7 As shown in FIG. 2B , a plurality of dispatch destination selection operation units 101 corresponding to a plurality of dispatch destinations are displayed in the center of the dispatch destination selection screen 100. Specifically, Figure 7 As shown in FIG. 1B , four operation units are displayed, namely, a first dispatch destination selection operation unit 101a recorded as “dispatch destination A-1”, a second dispatch destination selection operation unit 101b recorded as “dispatch destination A-2”, a third dispatch destination selection operation unit 101c recorded as “dispatch destination A-3”, and a fourth dispatch destination selection operation unit 101d recorded as “dispatch destination A-4”.

[0150] In this embodiment, in the expedition game, the difficulty level is preset for each dispatch destination. In this embodiment, three game play conditions, namely, the required combat power, the maximum number of people, and the required time, are preset for each dispatch destination.

[0151] The required combat power shows the minimum condition of the combat power of the squad, that is, the total combat power of each of the characters on the team that are organized into the squad. That is, when the combat power of the squad is greater than the required combat power, the squad can be dispatched to the dispatch destination. On the other hand, when the combat power of the squad is less than the required combat power, the squad cannot be dispatched to the dispatch destination. In other words, it can be said that the higher the required combat power, the higher the difficulty.

[0152] In other words, it can be said that: when the set formation information (the formation of the squad) meets the minimum conditions (required combat effectiveness), the specific content (expedition game) is allowed to progress; when the set formation information (the formation of the squad) does not meet the minimum conditions (required combat effectiveness), the specific content (expedition game) is not allowed to progress.

[0153] In addition, the required time shows the time required to complete (achieve) the dispatch of the squad to the dispatch destination. In the present embodiment, the higher the combat effectiveness of the squad dispatched to the dispatch destination, the shorter the required time. That is, by grouping the own characters with relatively high combat effectiveness into the squad, the combat effectiveness of the squad can be improved to shorten the required time. However, the conditions for shortening the certain time are not limited to the above. For example, in addition to combat effectiveness, the required time can also be shortened by the number of squad participants, the level of the own characters, etc. Moreover, these can also be set to the automatic grouping setting screen 160 (described later) Fig.12 A) is the object of the setting.

[0154] In other words, the formation information (formation of the squad) is set for the specific content (expedition game) based on the player's operation, wherein the specific content (expedition game) is required to set the formation information including one or more game media (one's own character) and the prescribed parameter (combat power) calculated based on the game media (one's own character) meets the minimum condition, and the more the prescribed parameter (combat power) exceeds the minimum condition, the higher the advantage (the shorter the required time). In addition, the time until the progress of the specific content (expedition game) is completed can be shortened according to the degree to which the prescribed parameter (squad's combat power) exceeds the minimum condition (required combat power).

[0155] In addition, the maximum number of people shows the maximum number of characters of the party that can be organized into a team to be dispatched to the dispatch destination. It can be said that the smaller the maximum number of people, the higher the difficulty. In addition, the minimum number of characters of the party that can be organized into a team to be dispatched to the dispatch destination can also be set as a game condition.

[0156] Specifically, for example, Figure 7 As shown in B, for "dispatch destination A-1", the required time is set to 1 hour and 30 minutes, the maximum number of people is 5, and the required combat power is 800,000 as the game conditions. In addition, for "dispatch destination A-2", the required time is set to 1 hour and 45 minutes, the maximum number of people is 6, and the required combat power is 900,000 as the game conditions. In addition, for "dispatch destination A-3", the required time is set to 1 hour and 40 minutes, the maximum number of people is 2, and the required combat power is 700,000 as the game conditions. In addition, for "dispatch destination A-4", the required time is set to 4 hours, the maximum number of people is 12, and the required combat power is 950,000 as the game conditions.

[0157] When the player operates (clicks) any one of the first to fourth dispatch destination selection operation units 101a to 101d, a formation screen 170 (described later) for forming a squad to be dispatched to a corresponding type of dispatch destination is displayed. Fig.13 A) is displayed on the display 26.

[0158] In addition, if Figure 7 As shown in FIG. 1B , a cancel operation unit 102 with “Cancel” written on it is displayed at the bottom of the dispatch destination selection screen 100. When the player operates (clicks) the cancel operation unit 102, the display of the dispatch destination selection screen 100 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.

[0159] In addition, as described above, when the player operates (clicks) the expedition home screen 90 ( Figure 7 A) of the menu screen selection operation unit 92, the menu screen 110 ( Figure 8 A) is displayed on the display 26. Figure 8 A is a diagram for explaining an example of the menu screen 110 .

[0160] like Figure 8 As shown in FIG. 1A , a notification setting operation unit 111 labeled “Notification Setting” is displayed on the menu screen 110. When the player operates (clicks) the notification setting operation unit 111, a notification setting screen 120 ( Figure 8 B).

[0161] In addition, if Figure 8 As shown in FIG. 1A , a priority setting operation unit 112 labeled “priority setting” is displayed on the menu screen 110. When the player operates (clicks) the priority setting operation unit 112, a priority setting screen 130 ( Fig. 9 B).

[0162] In addition, if Figure 8 As shown in FIG. 1A , an automatic grouping setting operation unit 113 with the word “automatic grouping setting” is displayed on the menu screen 110. When the automatic grouping setting operation unit 113 is operated (clicked) by the player, an automatic grouping setting screen 160 (described later) is displayed. Fig.12 A).

[0163] In addition, if Figure 8 As shown in FIG. 1A , a close operation unit 114 having a “close” inscribed therein is displayed on the menu screen 110. When the player operates (clicks) the close operation unit 114, the display of the menu screen 110 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.

[0164] As described above, when the player operates (clicks) the notification setting operation unit 111, the notification setting screen 120 ( Figure 8 B). Figure 8 B is a first diagram for explaining an example of the notification setting screen 120. Figure 8 C is a second diagram illustrating an example of the notification setting screen 120 . Fig. 9 A is a diagram illustrating an example of an expedition completion notification.

[0165] In this embodiment, a repeated dispatch function is provided, and the details are described later. In the repeated dispatch function, the player can arbitrarily specify the number of times the organized squad is dispatched to the dispatch destination (hereinafter referred to as the dispatch number). In other words, the number of times selected by the player from the prescribed number of times of 1 and 2 or more can be set for the expedition game (specific content) as the execution number. In this way, the convenience of the player can be improved.

[0166] In addition, in this embodiment, when the expedition game is completed (achieved), the player can receive a notification indicating that the expedition game has been completed (achieved) (hereinafter referred to as the expedition completion notification). Fig. 9 In the case shown in A, a message M stating "Expedition Completed" is displayed on the upper portion of the home screen 40. In addition, the characters displayed in the expedition completion notification are not limited thereto. In addition, the screen displaying the message M is not limited to the home screen 40. That is, while the game application is in the activated state, the message M is displayed on the upper portion of the display 26 regardless of the type of screen being displayed.

[0167] exist Figure 8 B. Figure 8 The player can arbitrarily set the execution timing of the expedition completion notification in the notification setting screen 120 shown in C. In other words, the execution timing of the notification for notifying that the progress of the expedition game (specific content) has been completed can be set based on the player's operation.

[0168] Specifically, regarding the execution timing of the expedition completion notification, the player can set the completion of one expedition game as the execution timing of the expedition completion notification (hereinafter referred to as the first execution timing) regardless of the designated number of dispatches.

[0169] In addition, regarding the execution timing of the expedition completion notification, the player can set the completion of all expedition games for the designated number of dispatches as the execution timing of the expedition completion notification (hereinafter referred to as the second execution timing).

[0170] In other words, the situation where the progress of the expedition game (specific content) with the set execution number is all completed can be set as the execution opportunity (second execution opportunity). In addition, when the second execution opportunity is set and the specified number of dispatches is 1, the expedition completion notification (notification) is executed based on the completion of the progress of the expedition game (specific content) once. In addition, when the second execution opportunity is set and the specified number of dispatches is multiple (for example, 3 times), the expedition completion notification (notification) is executed based on the completion of the progress of the expedition game (specific content) multiple times (for example, 3 times). In addition, when the second execution opportunity is set and the specified number of dispatches is multiple (for example, 3 times), the expedition completion notification (notification) is not executed based on the completion of the progress of the expedition game (specific content) less than the specified number of dispatches (for example, 1 or 2 times).

[0171] like Figure 8 B. Figure 8 As shown in FIG. 3 , a first execution timing selection unit 121 corresponding to the first execution timing and a second execution timing selection unit 122 corresponding to the second execution timing are displayed in the center of the notification setting screen 120. When the player operates (clicks) the first execution timing selection unit 121, as shown in FIG. Figure 8 As shown in B, the first execution opportunity selection unit 121 is highlighted. In addition, when the player operates (clicks) the second execution opportunity selection unit 122, as shown in FIG. Figure 8 As shown in C, the second execution opportunity selection unit 122 is highlighted. Figure 8 B. Figure 8 In C, as a highlight display, a black dot is displayed in the first execution opportunity selection unit 121 or the second execution opportunity selection unit 122 according to the player's operation (click). However, the content of the highlight display is not limited to this. For example, as a highlight display, a check mark may be displayed in the first execution opportunity selection unit 121 or the second execution opportunity selection unit 122 according to the player's operation (click).

[0172] In addition, if Figure 8 B. Figure 8 As shown in FIG. 3 , a setting operation unit 123 labeled “settings” is displayed at the bottom of the notification setting screen 120. In addition, when the first execution opportunity selection unit 121 is highlighted ( Figure 8 B), when the player operates (clicks) the setting operation unit 123, the first execution opportunity is set as the execution opportunity of the expedition completion notification. In addition, when the second execution opportunity selection unit 122 is highlighted ( Figure 8 C) When the player operates (clicks) the setting operation unit 123, the second execution timing is set as the execution timing of the expedition completion notification.

[0173] In addition, if Figure 8 B. Figure 8 As shown in FIG. 3 , a cancel operation unit 124 with “Cancel” written on it is displayed at the bottom of the notification setting screen 120. When the player operates (clicks) the cancel operation unit 124, the display of the notification setting screen 120 ends and the menu screen 110 ( Figure 8 A) is displayed on the display 26.

[0174] In addition, Fig. 9 In A, the message M is shown displayed when the home screen 40 is displayed on the display 26, but the message M may be displayed when the execution opportunity set by the player is established while the game application is in the activated state.

[0175] That is, when the execution opportunity set by the player is established while the game application is in the activated state, the message M may be displayed at the upper part of the display 26 regardless of the type of the screen being displayed. Figure 3 B) is displayed on the display 26, and when the execution opportunity set by the player is established, a message M is displayed at the top of the player character confirmation screen 50. Similarly, on the story screen 60 ( Figure 4 A) Level Screen 70 ( Figure 4 B) Main level screen 72 ( Figure 5 A) Main story level selection screen 74 ( Figure 5 B) Team selection screen 77 ( Figure 5 C) Battle game screen 80 ( Figure 6 A), first result screen 83 ( Figure 6 B), second result screen 85 ( Figure 6 C) Expedition home page screen 90 ( Figure 7 A) Dispatch destination selection screen 100 ( Figure 7 B) Menu screen 110 ( Figure 8 A) Notification setting screen 120 ( Figure 8 B) Priority setting screen 130 ( Fig. 9 B) Priority change first screen 140 ( Fig.10 A) Priority change second screen 150 ( Fig.10 B) Automatic grouping setting screen 160 ( Fig.12 A) Grouping screen 170 ( Fig.13 A) Shorten the screen by 180 ( Fig.15 B) Confirmation screen 190 ( Fig.16 A) Expedition starts playing screen 200 ( Fig.16 B) Time shortening performance screen 210 ( Fig.16 C) Confirmation screen 220 ( Fig.18 A) Retreat confirmation screen 230 ( Fig.19 A) Expedition retreat screen 240 ( Fig.19 B) Expedition completion screen 250 ( Fig. 20 B) Dispatch screen 260 again ( Fig.21 ), Concentrated Expedition Completed Screen 270 ( Fig. 22 B) Dispatch screen 280 again ( Fig.23 ), expedition together 290 ( Fig.24 A) Expedition confirmation screen 310 ( Fig.25 ) is displayed on the display 26 and when the execution opportunity set by the player is established, a message M is displayed at the top of each screen being displayed.

[0176] Alternatively, the message M may be displayed when the execution trigger set by the player is established while the game application is not in the activated state, and the game application is activated for the first time after the execution trigger set by the player is established.

[0177] Furthermore, when the execution opportunity set by the player is established while the game application is not in the activated state, the message M may be displayed. In this case, the message M may be displayed in a predetermined notification area of ​​the display 26 of the player terminal 1 .

[0178] In addition, as described above, when the player operates (clicks) the menu screen 110 ( Figure 8 A) When the priority setting operation unit 112 is operated, a priority setting screen 130 is displayed on the display 26 . Fig. 9 B is a first diagram for explaining an example of the priority setting screen 130 . Fig. 9 C is a second diagram for explaining an example of the priority setting screen 130 .

[0179] As described above, in this embodiment, special items can be obtained as a reward for completing (achieving) an expedition game. Specifically, special items corresponding to the own characters organized into the team sent out in the completed (achieved) expedition game and set as special item release targets that can obtain special items can be obtained with a predetermined probability.

[0180] In addition, in this embodiment, it is possible to obtain ordinary items that can also be obtained when the above-mentioned battle game is completed (achieved) as a reward for completing (achieving) the expedition game. In addition, in this embodiment, it is possible to obtain special equipment items that cannot be obtained when the above-mentioned battle game is completed (achieved) as a reward for completing (achieving) the expedition game with a predetermined probability. The player can equip (set) the special equipment items to the desired character of his own. In this way, the player's desire to play the expedition game can be aroused.

[0181] Furthermore, an icon image indicating special equipment obtainable at the dispatch destination may be displayed in association with the corresponding dispatch destination selection operation unit 101. This allows the player to visually grasp the obtainable special equipment, thereby improving convenience.

[0182] In this embodiment, the player can group the maximum number of characters (e.g., 5) set for each dispatch destination into a squad. Furthermore, a predetermined number of characters (3 in this embodiment) of the characters grouped into the squad can be set as special item release targets.

[0183] That is, in this embodiment, the player cannot obtain special items corresponding to the own characters that are not set as the special item release targets among the own characters organized into the team sent out in the completed (achieved) expedition game. However, it is also possible to set the probability of obtaining special items corresponding to the own characters that are not set as the special item release targets to be lower than the probability of obtaining special items corresponding to the own characters that are set as the special item release targets.

[0184] In addition, in the present embodiment, an automatic grouping function is provided for automatically grouping a squad to be dispatched to a dispatch destination, which will be described in detail later. In the priority setting screen 130, the player can set the type and priority (order of priority) of one or more of his / her own characters (hereinafter referred to as priority objects) that are prioritized as special item release objects when the automatic grouping function is used.

[0185] like Fig. 9 B. Fig. 9 As shown in FIG. 1C, a list display unit 131 is displayed in the center of the priority setting screen 130. All the friendly characters owned by the player are displayed in the list display unit 131. The player can set the desired friendly characters (in this embodiment, up to 15 characters) as priority objects by operating (clicking) the friendly characters displayed in the list display unit 131.

[0186] exist Fig. 9 B. Fig. 9 In C, the level of each of the allied characters displayed in the list display unit 131 is shown. However, the combat power of each of the allied characters displayed in the list display unit 131 may be displayed.

[0187] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3 , a priority object display unit 132 for displaying a list of the own characters set as priority objects is displayed at the lower part of the priority setting screen 130. When the player operates (clicks) the own character displayed in the list display unit 131, as shown in FIG. Fig. 9 As shown in C, the friendly character that has been operated (clicked) is highlighted.

[0188] exist Fig. 9 In C, as a highlight display, it is shown that the friendly character operated (clicked) by the player is grayed out. However, the content of the highlight display is not limited to this. For example, as a highlight display, the edge of the friendly character operated (clicked) by the player can also be thickened.

[0189] Furthermore, the own characters are sequentially displayed on the left side of the priority display unit 132 in the order in which they are operated (clicked). At this time, the priority of the own character displayed on the left side of the priority display unit 132 is set to the highest, and the priority of the own character displayed on the right side of the priority display unit 132 is set to the lowest.

[0190] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C, a reset operation unit 133 with the word "Reset" is displayed in the center of the priority setting screen 130. When the player operates (clicks) the reset operation unit 133, the player's character set as the priority object is reset. Fig. 9 The highlighted display of the allied character in the list display section 131 shown in C and the allied character displayed in the priority object display section 132 are hidden.

[0191] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C , a setting operation unit 135 in which “SET” is written and a cancel operation unit 136 in which “CANCEL” is written are displayed at the lower right portion of the priority setting screen 130 .

[0192] When the cancel operation unit 136 is operated (clicked) by the player, the content displayed on the priority setting screen 130 immediately before the cancel operation unit 136 is operated (clicked) is discarded. In addition, the display of the priority setting screen 130 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.

[0193] When the setting operation unit 135 is operated (clicked) by the player, the priority of the player's character is set according to the content displayed on the priority setting screen 130 immediately before the setting operation unit 135 is operated (clicked). In addition, the display of the priority setting screen 130 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.

[0194] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C, a priority change operation unit 134 with the word "Priority Change" written therein is displayed in the center of the priority setting screen 130. When the player operates (clicks) the priority change operation unit 134, a priority change first screen 140 ( Fig.10 A) is displayed on the display 26.

[0195] The player can change the priority of the first screen 140 ( Fig.10 A) and the second priority change screen 150 ( Fig.10 B. Fig.11Specifically, the priority of the self-character as the priority object can be changed by swapping the priorities of two self-characters selected by the player (hereinafter referred to as the change starting self-character and the change target self-character) among the self-characters as the priority object.

[0196] Fig.10 A is a first diagram for explaining an example of the first priority change screen 140 . Fig.10 B is a first diagram for explaining an example of the second priority change screen 150 . Fig.11 A is a second diagram for explaining an example of the second priority change screen 150 . Fig.11 B is a second diagram for explaining an example of the priority change first screen 140 .

[0197] like Fig.10 As shown in A, a priority object display unit 141 is displayed in the center of the priority change first screen 140. In the priority object display unit 141, the own characters set as priority objects, that is, the own characters displayed in the priority object display unit 132, are displayed in descending order of priority. Fig.10 As shown in FIG. 1A , in the priority object display unit 141 , each of the friendly characters set as priority objects is given an identification display 141a that allows identification of the priority. Fig.10 In A, as identification display 141a, a number ("1" to "15") corresponding to the priority is given. That is, the higher the priority, the smaller the numerical value is displayed. However, the content of identification display 141a is not limited to this. For example, a symbol corresponding to the priority may also be displayed.

[0198] In addition, if Fig.10 As shown in FIG. 1A , a close operation unit 142 having “Close” written thereon is displayed on the priority change first screen 140 . When the player operates (clicks) the close operation unit 142 , the priority change first screen 140 is hidden and the priority setting screen 130 is displayed on the display 26 .

[0199] In addition, if Fig.10 As shown in A, an explanation display stating "Please select the character whose priority is to be changed" is displayed on the upper portion of the priority change first screen 140 to prompt the player to perform an operation for selecting a change start player character whose priority is to be changed.

[0200] When the player operates (clicks) any of the friendly characters displayed in the priority object display unit 141 of the priority change first screen 140, the operated (clicked) friendly character is set as the change start friendly character. Fig.10 B shows the second priority change screen 150 .

[0201] like Fig.10 As shown in B, the priority object display unit 141 continues to be displayed in the second priority change screen 150. Fig.10 As shown in FIG. 2B , in the priority object display unit 141 of the priority change second screen 150 , the change start friendly character is highlighted. Fig.10 In B, as a highlight display, the edge of the change start friendly character is shown to be thickened. However, the content of the highlight display is not limited to this. For example, as a highlight display, the display size of the change start friendly character may also be enlarged.

[0202] In addition, if Fig.10 As shown in B, an explanation display stating “Please select a character to be changed” is displayed on the upper portion of the priority change second screen 150 to prompt the player to perform an operation for selecting a change target own character whose priority is to be changed.

[0203] When the player operates (clicks) any of the friendly characters displayed in the priority object display unit 141 of the priority change second screen 150 except the change start friendly character, the operated (clicked) friendly character is set as the change target friendly character. Fig.11 The display of the second priority change screen 150 is updated as shown in A.

[0204] In addition, in the above Fig. 9 In C, the maximum number of friendly characters that can be set (15) is shown as the priority object, but it is also possible to set friendly characters (for example, 3) less than the maximum number (15) that can be set as the priority object. In addition, in this embodiment, the setting of friendly characters as priority objects is not necessary. That is, the player does not need to specifically set friendly characters as priority objects.

[0205] like Fig.11 As shown in A, in the priority object display unit 141 of the priority change second screen 150, both the change start friendly character and the change target friendly character are highlighted and displayed in a distinguishable manner. Fig.11 In A, as a highlight display, the edge of the change start friendly character is thickened, and the edge of the change target friendly character is thickened and displayed with a dotted line. However, the content of the highlight display is not limited to this. For example, as a highlight display, the display size of the change start friendly character and the change target friendly character may be enlarged.

[0206] In addition, if Fig.10 B. Fig.11As shown in A, a setting operation unit 151 with "setting" written on it is displayed at the bottom of the second priority change screen 150. Fig.10 As shown in B, before the target friendly character is set to be changed, the setting operation unit 151 is displayed in an inoperable state. Fig.11 As shown in A, after the change target friendly character is set, the setting operation unit 151 is displayed in an operable state.

[0207] In addition, if Fig.10 B. Fig.11 As shown in FIG. 1A , a cancel operation unit 152 having “CANCEL” written thereon is displayed at the bottom of the priority change second screen 150 . When the player operates (clicks) the cancel operation unit 152 , the priority change second screen 150 is hidden and the priority change first screen 140 is displayed on the display 26 .

[0208] In addition, when the player operates the setting operation unit 151, the priority of the friendly character set to change the starting friendly character is swapped with the priority of the friendly character set to change the target friendly character. Fig.11 The priority change first screen 140 shown in B is displayed to inform the player that the priority of the own character set as the change start own character and the priority of the own character set as the change target own character have been swapped.

[0209] As described above, the difficulty level is preset for the expedition game. In this embodiment, as the difficulty level, three conditions, namely, the required combat power, the maximum number of people, and the required time, are preset for each dispatch destination.

[0210] In addition, in this embodiment, a squad can be dispatched to each of a plurality of dispatch destinations. In this case, the same friendly character cannot be repeatedly organized into a squad to be dispatched to each dispatch destination.

[0211] For example, in the case of sending squads to many destinations at the same time, the player needs to disperse the characters with relatively high combat effectiveness into many squads, so as to organize the squads in a way that the combat effectiveness of each squad can meet the required combat effectiveness at the minimum. In this case, it is not possible to expect that the time required to reach each destination will be greatly shortened, but squads can be sent to many destinations at the same time.

[0212] In addition, for example, in order to shorten the time required to reach the dispatch destination, the player concentrates the characters with relatively high combat power in a small number of squads. As a result, the combat power of each squad is much higher than the required combat power. In this case, although the dispatch destinations to be dispatched at the same time are reduced, the time required to reach each dispatch destination can be shortened instead.

[0213] As described above, when the player operates (clicks) the menu screen 110 ( Figure 8 A) when the automatic grouping setting operation unit 113 is opened, the automatic grouping setting screen 160 ( Fig.12 A). Fig.12 A is a first diagram for explaining an example of the automatic grouping setting screen 160 . Fig.12 B is a second diagram for explaining an example of the automatic grouping setting screen 160 .

[0214] As described above, an automatic grouping function is provided for automatically grouping the player's characters to be dispatched to the dispatch destination selected by the player. In the present embodiment, as the automatic grouping function, a first automatic grouping function and a second automatic grouping function are provided.

[0215] The first automatic grouping function is a function that automatically groups characters of the player's team with priority given to the team's combat power that satisfies the required combat power at the minimum. The player can use the first automatic grouping function to simultaneously dispatch teams to a relatively large number of dispatch destinations.

[0216] The second automatic grouping function is a function that automatically groups your own characters to prioritize the highest possible combat effectiveness of the squad. Players can use the second automatic grouping function to shorten the time required to dispatch to the destination.

[0217] In other words, it is possible to generate grouping information (grouping of the squad) based on the automatic grouping function selected by the player out of the first automatic grouping function and the second automatic grouping function, which are automatic grouping functions for automatically generating grouping information (grouping of the squad), wherein the first automatic grouping function gives priority to minimally satisfying the minimum condition (the minimum condition for the squad's combat effectiveness), and the second automatic grouping function gives priority to satisfying the minimum condition (the squad's combat effectiveness is above the required combat effectiveness) and improving the degree of advantage (the squad's combat effectiveness exceeds the required combat effectiveness to shorten the time required to reach the dispatch destination).

[0218] In the automatic grouping setting screen 160, the player can set which of the first automatic grouping function and the second automatic grouping function to use as the automatic grouping function. Fig.12 A. Fig.12 As shown in FIG. 2B , a first automatic grouping function selection unit 161 corresponding to the first automatic grouping function and a second automatic grouping function selection unit 162 corresponding to the second automatic grouping function are displayed in the center of the automatic grouping setting screen 160. When the player operates (clicks) the first automatic grouping function selection unit 161, as shown in FIG. Fig.12 As shown in A, the first automatic grouping function selection unit 161 is highlighted. In addition, when the player operates (clicks) the second automatic grouping function selection unit 162, as shown in FIG. Fig.12As shown in B, the second automatic grouping function selection unit 162 is highlighted. Fig.12 A. Fig.12 In B, as a highlight display, a black dot is displayed in the first automatic grouping function selection unit 161 or the second automatic grouping function selection unit 162 according to the player's operation (click). However, the content of the highlight display is not limited to this. For example, as a highlight display, a check mark may be displayed in the first automatic grouping function selection unit 161 or the second automatic grouping function selection unit 162 according to the player's operation (click).

[0219] In addition, if Fig.12 A. Fig.12 As shown in FIG. 1B, a setting operation unit 163 with the word "setting" is displayed at the bottom of the automatic grouping setting screen 160. In addition, when the first automatic grouping function selection unit 161 is highlighted ( Fig.12 A), when the player operates (clicks) the setting operation unit 163, the first automatic grouping function is set as the automatic grouping function. In addition, when the second automatic grouping function selection unit 162 is highlighted ( Fig.12 B), when the player operates (clicks) the setting operation unit 163, the second automatic grouping function is set to the automatic grouping function. In addition, when the player operates (clicks) the setting operation unit 163, the display of the automatic grouping setting screen 160 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.

[0220] In addition, as described above, when the player operates (clicks) the dispatch destination selection screen 100 ( Figure 7 When any of the dispatch destinations in B) is selected by the operation unit 101, a formation screen 170 ( Fig.13 A) is displayed on the display 26.

[0221] Fig.13 A is a first diagram for explaining an example of the composition screen 170 . Fig.13 B is a second diagram illustrating an example of the composition screen 170. Fig.13 B shows a situation where the combat power of a team formed by players is the same as the required combat power. Fig.13 C is a third diagram illustrating an example of the composition screen 170. Fig.13 In C, it is shown that the combat power of the team formed by the players exceeds the required combat power.

[0222] The following shows a case where the first dispatch destination selection operation unit 101a corresponding to "dispatch destination A-1" is operated (clicked) to display the formation screen 170. As described above, for "dispatch destination A-1", the required time is set to 1 hour and 30 minutes, the maximum number of people is 5, and the required combat power is 800,000 as the game play conditions.

[0223] like Fig.13 As shown in A, a list display unit 171 that lists all the allied characters that can be grouped into a team is displayed on the grouping screen 170. The player can group a desired allied character into a team by operating (clicking) the allied characters displayed in the list display unit 171.

[0224] exist Fig.13 A shows a case where the level of each of the allied characters displayed on the list display unit 171 is displayed. However, the combat power of each of the allied characters displayed on the list display unit 171 may also be displayed.

[0225] In addition, as described above, in this embodiment, the same own character cannot be repeatedly organized for each of the multiple dispatch destinations. Therefore, when there is an own character organized into a team that has been dispatched to another dispatch destination (hereinafter referred to as an unorganized character), the unorganized character is given an unorganized display 171x. That is, the unorganized character can be notified to the player through the unorganized display 171x.

[0226] In addition, if Fig.13 As shown in FIG. 1A, a release target display unit 172a and a non-release target display unit 172b are displayed in the grouping screen 170. The release target display unit 172a displays the own characters grouped as special item release targets that can obtain special items. In addition, the non-release target display unit 172b displays the own characters grouped as special item release targets that cannot obtain special items.

[0227] When the player operates (clicks) his own character displayed in the list display unit 171, Fig.13 B. Fig.13 As shown in C, the player character that has been operated (clicked) is highlighted. Fig.13 B. Fig.13 In C, as a highlight display, a situation where the player's own character that has been operated (clicked) is grayed out is shown. However, the content of the highlight display is not limited to this. For example, as a highlight display, the edge of the player's own character that has been operated (clicked) by the player may also be thickened.

[0228] Furthermore, the player's own character is displayed on the release target display unit 172a and the non-release target display unit 172b in the order in which the operation (click) was performed, and is displayed on the left.

[0229] In addition, if Fig.13 B. Fig.13 As shown in FIG. 3C, the highlighted friendly characters in the list display section 171 are given identification display 171a that allows identification of the order in which they are operated (clicked). Fig.13 B. Fig.13 In C, as identification display 171a, a case where numbers ("1" to "15") corresponding to the order of operation (click) are assigned is shown. That is, the earlier the order of operation (click), the smaller the numerical value displayed. However, the content of identification display 171a is not limited to this. For example, it can also be set to display symbols corresponding to the order of operation (click).

[0230] Furthermore, the player can exclude the operated (clicked) own character from the currently formed party by operating (clicking) the highlighted own character in the list display unit 171 again.

[0231] In addition, a required combat power display unit 173a is displayed on the formation screen 170. In the required combat power display unit 173a, the required combat power set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the combat power of the squad in the formation is displayed in the numerator. Specifically, for example, Fig.13 In case B, 800,000, which is the combat power of the team formed by the player, is displayed as the numerator in the required combat power display unit 173a, and 800,000, which is the required combat power, is displayed as the denominator in the required combat power display unit 173a. Fig.13 In case C, 1.2 million, which is the combat power of the team formed by the players, is displayed in the numerator of the required combat power display unit 173a, and 800,000, which is the required combat power, is displayed in the denominator of the required combat power display unit 173a.

[0232] In addition, a required time display unit 173b is displayed on the composition screen 170. The required time display unit 173b displays the required time set for the dispatch destination (here, "dispatch destination A-1"). Specifically, for example, Fig.13 In the case of B, 1 hour and 30 minutes as the required time is displayed on the required time display unit 173b. In addition, if the required time is shortened according to the combat effectiveness of the squad formed, such as Fig.13 As shown in C, the shortened required time (for example, 1 hour) and the time shortened relative to the required time before shortening (for example, -30 minutes) are displayed on the required time display portion 173b.

[0233] In addition, the maximum number of people display unit 173c is displayed on the formation screen 170. In the maximum number of people display unit 173c, the maximum number of people set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the number of people in the formation is displayed in the numerator. Specifically, for example, before the player forms a formation of his own character, Fig.13 As shown in A, "0" as the number of characters in the team formed by the player is displayed in the numerator of the maximum number of characters display unit 173c, and "5" as the maximum number of characters is displayed in the denominator of the maximum number of characters display unit 173c. Fig.13 B. Fig.13 As shown in C, "5" as the number of friendly characters grouped by the player is displayed in the numerator of the maximum number of people display unit 173c, and "5" as the maximum number of people is displayed in the denominator of the maximum number of people display unit 173c.

[0234] As described above, in this embodiment, an automatic grouping function is provided to automatically group a team to be dispatched to a dispatch destination. Fig.13 As shown in FIG. 1A , an automatic grouping operation unit 174 for using the automatic grouping function is displayed on the grouping screen 170. When the player operates (clicks) the automatic grouping operation unit 174, the automatic grouping setting screen 160 ( Fig.12 A. Fig.12 In B), the automatic grouping function (the first automatic grouping function or the second automatic grouping function) of the category set by the player is used to automatically group the team.

[0235] Fig.14 A is a diagram for explaining an example of a composition screen 170 when the first automatic composition function is used. Fig.14 As shown in A, among the characters set as priority targets by the player, three characters with high priority are preferentially organized into the squad and displayed on the release target display unit 172a. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, among the characters set as priority targets, three characters with high priority excluding characters that cannot be organized are preferentially organized into the squad.

[0236] And, if Fig.14As shown in A, the characters of the party that are not set as priority objects are grouped and displayed on the non-release object display unit 172b in such a way that the combat power of the squad meets the required combat power to the minimum extent. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, the characters of the party other than the priority objects and the characters that cannot be grouped are grouped into the squad in such a way that the combat power of the squad meets the required combat power to the minimum extent.

[0237] exist Fig.14 In the case shown in A, a team is formed consisting of three allied characters displayed in the release target display unit 172a and one allied character displayed in the non-release target display unit 172b.

[0238] In this embodiment, specifically, when the first automatic grouping function is used, first, three friendly characters with high priority other than characters that cannot be grouped are preferentially grouped into the squad. And, when the combined combat power of the three friendly characters reaches the required combat power, only these three friendly characters are grouped into the squad formed by the first automatic grouping function.

[0239] On the other hand, if the combined combat power of the three friendly characters does not reach the required combat power, friendly characters that are not set as priority objects are further grouped into the squad. Specifically, friendly characters with large combat power among friendly characters that are not set as priority objects and can be grouped are grouped in sequence until the combat power of the squad meets the required combat power. That is, the total number of friendly characters grouped into the squad using the first automatic grouping function is an indefinite value (a value between 3 and the maximum number of people).

[0240] However, this is not limited to this, and it may be set that, when the first automatic grouping function is used, the high-priority friendly characters other than the non-groupable characters are grouped in sequence until the combat power of the squad meets the required combat power. That is, it may be set that, when the result of grouping the high-priority friendly characters other than the non-groupable characters in sequence is that the required combat power can be achieved by one or two friendly characters, only these one or two friendly characters are grouped into the squad.

[0241] Fig.14 B is a diagram for explaining an example of a composition screen 170 when the second automatic composition function is used. Fig.14B, among the characters set as priority targets by the player, the three characters with high priority are preferentially organized into the squad and displayed on the release target display unit 172a. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, among the characters set as priority targets, the three characters with high priority excluding the characters that cannot be organized are preferentially organized into the squad.

[0242] And, if Fig.14 As shown in FIG. 17B, by giving priority to the combat effectiveness of the squad as high as possible, the friendly characters that are not set as priority objects are grouped and displayed on the non-release object display unit 172b. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, by giving priority to the combat effectiveness of the squad exceeding the required combat effectiveness, friendly characters other than the priority objects and the non-groupable characters are grouped into the squad.

[0243] That is, in Fig.14 In the case shown in B, a team is formed consisting of three friendly characters displayed in the release target display unit 172a and two friendly characters displayed in the non-release target display unit 172b.

[0244] In this embodiment, specifically, when the second automatic grouping function is used, first, three friendly characters with high priority, excluding characters that cannot be grouped, are preferentially grouped into the squad. Furthermore, friendly characters that are not set as priority objects are grouped into the squad. Specifically, friendly characters with high combat power among friendly characters that are not set as priority objects and can be grouped are grouped until the maximum number of people that can be grouped is reached. In other words, friendly characters with the maximum number of people are grouped into the squad grouped by the second automatic grouping function.

[0245] In addition, as described above, in the present embodiment, the setting of one's own characters as priority objects is not necessary. In the case of not setting one's own characters as priority objects, when the first automatic grouping function is used, the one's own characters are grouped in a manner that the combat effectiveness of the squad meets the required combat effectiveness to a minimum. Specifically, for example, it can also be set that the one's own characters with large combat effectiveness among the one's own characters that can be grouped are grouped in sequence until the combat effectiveness of the squad meets the required combat effectiveness. In this case, the total number of one's own characters grouped into the squad is an indefinite value. In other words, when the combat effectiveness of the squad reaches the required combat effectiveness at the stage where three one's own characters with large combat effectiveness among the one's own characters that can be grouped are grouped, only these three one's own characters are grouped into the squad grouped by the first automatic grouping function.

[0246] In addition, if the self-characters that are prioritized are not set, when the second automatic grouping function is used, the self-characters are grouped in a manner that prioritizes the combat power of the squad as much as possible. Specifically, for example, the self-characters that can be grouped and have high combat power are grouped until the maximum number of people that can be grouped is reached. In other words, the self-characters with the maximum number of people are grouped in the squad grouped by the second automatic grouping function.

[0247] Furthermore, as described above, in this embodiment, a repeated dispatch function is provided in which the player can arbitrarily designate the number of times to dispatch the formed squad to the dispatch destination. Fig.15 A is a fourth diagram illustrating an example of the grouping screen 170. Fig.15 As shown in A, the composition screen 170 displays a repeated dispatch count display unit 175, a repeated dispatch count increase operation unit 175a, and a repeated dispatch count decrease operation unit 175b.

[0248] The number of dispatches currently set is displayed in the repeated dispatch number display unit 175. When the repeated dispatch number increase operation unit 175a is operated (clicked) by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 175 is updated. In addition, when the repeated dispatch number decrease operation unit 175b is operated (clicked) by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 175 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 175 is one.

[0249] In addition, if the dispatch frequency is set to multiple times, Fig.15 As shown in A, the required time displayed in the required time display unit 173b is updated according to the set dispatch number. For example, when the required time required for one dispatch is 1 hour and 30 minutes, when the dispatch number is set to 4 times, Fig.15 As shown in A, the update is displayed every 6 hours.

[0250] In addition, as described above, in the expedition game, the time required for one dispatch is set to be longer than the time required for one battle game. Therefore, in this embodiment, in addition to improving the combat effectiveness of the squad to shorten the required time, a time shortening function for shortening the required time in the expedition game is also provided. That is, in this embodiment, both shortening the required time by improving the combat effectiveness of the squad and using the time shortening function can be used at the same time.

[0251] like Fig.15As shown in FIG. 1A , a time shortening operation unit 176 is displayed on the formation screen 170 . When the player operates (clicks) the time shortening operation unit 176 , a time shortening screen 180 described later is displayed on the display 26 .

[0252] Fig.15 B is a first figure for explaining an example of a time shortening screen 180. In the present embodiment, as a time shortening function, a first time shortening function is provided for shortening the required time using a specified item (time shortening ticket) owned by the player. Specifically, the player can shorten the required time by 1 hour by consuming 1 time shortening ticket. In addition, a limit may be set on the number of time shortening tickets that can be consumed within a preset period. For example, a maximum of 99 time shortening tickets may be consumed per day. In this case, the required time can be shortened by a maximum of 99 hours per day by consuming the time shortening ticket.

[0253] like Fig.15 As shown in FIG. 8B , the time shortening screen 180 displays a shortening times display portion 181 , a shortening times increasing operation portion 181 a , and a shortening times decreasing operation portion 181 b related to the first time shortening function.

[0254] The number of time shortening tickets consumed is displayed in the shortening times display unit 181. When the shortening times increasing operation unit 181a is operated (clicked) by the player, the number of time shortening tickets consumed increases by one, and the display of the shortening times display unit 181 is updated. In addition, when the shortening times decreasing operation unit 181b is operated (clicked) by the player, the number of time shortening tickets consumed decreases by one, and the display of the shortening times display unit 181 is updated. In addition, in the present embodiment, the minimum value of the number of time shortening tickets consumed displayed in the shortening times display unit 181 is 0.

[0255] In addition, in the present embodiment, as a time shortening function, a second time shortening function is provided that shortens the required time using the specified in-game currency (gems) owned by the player. Specifically, the player can shorten the required time by 1 hour by consuming a specified number of gems once. In addition, the number of gems required for shortening 1 hour can also be variable rather than a fixed value. For example, it can also be 80 for the first time, 100 for the second time, and 120 for the third time, and the more times the number of gems is increased, the more the number of gems required is increased.

[0256] In addition, a limit may be set on the number of times the required time can be shortened by consuming a predetermined number of gems within a preset period. For example, a predetermined number of gems may be consumed up to 99 times per day to shorten the required time. In this case, the required time can be shortened by a maximum of 99 hours per day by consuming gems.

[0257] like Fig.15 As shown in FIG. 8B , the time shortening screen 180 displays a shortening times display portion 182 , a shortening times increasing operation portion 182 a , and a shortening times decreasing operation portion 182 b related to the second time shortening function.

[0258] The number of times a predetermined number of gems are consumed is displayed in the shortened number display unit 182. When the shortened number increase operation unit 182a is operated (clicked) by the player, the number of times a predetermined number of gems are consumed increases by one, and the display of the shortened number display unit 182 is updated. In addition, when the shortened number decrease operation unit 182b is operated (clicked) by the player, the number of times a predetermined number of gems are consumed decreases by one, and the display of the shortened number display unit 182 is updated. In addition, in the present embodiment, the number of times a predetermined number of gems are consumed displayed in the shortened number display unit 182 is 0.

[0259] In addition, a required time display unit 183 is displayed on the time reduction screen 180. Fig.15 As shown in B, when the player inputs the consumption of 2 time shortening tickets and consumes the specified number of gems twice, the required time before shortening (for example, 6 hours), the required time after shortening (for example, 2 hours), and the time shortened relative to the required time before shortening (for example, -4 hours) are displayed in the required time display unit 183.

[0260] In addition, if Fig.15 As shown in FIG. 1B , a setting operation unit 184 in which “SET” is written and a cancel operation unit 185 in which “CANCEL” is written are displayed on the time reduction screen 180 .

[0261] When the cancel operation unit 185 of the time reduction screen 180 is operated (clicked) by the player, the content displayed on the time reduction screen 180 immediately before the operation (click) is discarded. In addition, the display of the time reduction screen 180 ends, and the grouping screen 170 ( Fig.15 A) is displayed on the display 26.

[0262] When the player operates (clicks) the setting operation unit 184, the time shortening function is set with the content displayed on the time shortening screen 180 immediately before the operation (click). In addition, the display of the time shortening screen 180 ends, and the grouping screen 170 ( Fig.15 C) is displayed on the display 26.

[0263] Fig.15 C is a fifth diagram for explaining an example of the composition screen 170. Fig.15 C shows that the player has clicked Fig.15In the case of the setting operation unit 184 of the time reduction screen 180 shown in B, the grouping screen 170 is displayed on the display 26. Fig.15 As shown in C, in the required time display section 173b of the composition screen 170, the required time before shortening (e.g., 6 hours), the required time after shortening (e.g., 2 hours), and the time shortened relative to the required time before shortening (e.g., -4 hours) are displayed according to the content of the time shortening function set as described above.

[0264] In addition, if Fig.15 As shown in C, a dispatch operation unit 177 in which “dispatch” is written and a cancel operation unit 178 in which “cancel” is written are displayed on the composition screen 170 .

[0265] When the player operates (clicks) the cancel operation unit 178, the content displayed on the composition screen 170 immediately before the operation (click) is discarded. In addition, the display of the composition screen 170 ends, and the dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26.

[0266] In addition, if the squad's combat power is lower than the required combat power, such as Fig.13 As shown in A, in the formation screen 170, the dispatch operation unit 177 is displayed in an inoperable state. On the other hand, when the combat power of the squad is above the required combat power, as shown in FIG. Fig.13 B. Fig.13 C. Fig.14 A. Fig.14 B. Fig.15 A. Fig.15 As shown in C, in the composition screen 170, the dispatch operation unit 177 is displayed in an operable state.

[0267] like Fig.15 As shown in FIG. 3C, when the use time shortening function is set and the player operates (clicks) the dispatch operation unit 177 in the operable state on the formation screen 170, the confirmation screen 190 ( Fig.16 A) is displayed on the display 26. In addition, when the use time shortening function is not set, when the player operates (clicks) the dispatch operation unit 177 in the operable state on the formation screen 170, the confirmation screen 190 ( Fig.16 A) is displayed on the display 26, and the expedition start performance screen 200 (described later) is displayed on the display 26. Fig.16 B) Display the specified time to inform the start of the expedition game.

[0268] Fig.16 A is a diagram illustrating an example of the confirmation screen 190. Fig.16As shown in A, on the confirmation screen 190, the player is informed that the time shortening ticket and gems are consumed by using the time shortening function.

[0269] exist Fig.16 In the case of A, since the time required for one dispatch to "dispatch destination A-1" is 1 hour and 30 minutes, and the number of dispatches is set to 4 times, the total required time is displayed as 6 hours. In addition, it is displayed that the expedition time is shortened by 4 hours by using the time shortening function. When the expedition game is started under this condition, the first two dispatches are immediately completed (achieved) through the time shortening function. In addition, the third dispatch is shortened by 1 hour, and the remaining time required is 30 minutes. In addition, the time for the fourth dispatch is not shortened, and the required time is 1 hour and 30 minutes. That is, when the time shortening function is used, the time is shortened in the order of the number of times in the repeated dispatches.

[0270] In addition, if Fig.16 As shown in FIG. 1A , a confirmation operation unit 191 indicating “Confirm” and a cancel operation unit 192 indicating “Cancel” are displayed on the confirmation screen 190. When the player operates (clicks) 192, the display of the confirmation screen 190 ends, and the formation screen 170 ( Fig.15 C) is displayed on the display 26.

[0271] When the player operates (clicks) the confirmation operation unit 191, the expedition game starts. Fig.16 B) A predetermined time is displayed on the display 26 to inform the start of the expedition game.

[0272] Fig.16 B is a diagram illustrating an example of an expedition start performance screen 200. Fig.16 As shown in FIG. 2B , in the expedition start performance screen 200, a predetermined performance image for notifying the player that the expedition game has started is displayed for a predetermined time (e.g., 3 seconds). The own characters sent to the expedition are displayed in the expedition start performance screen 200. Specifically, for example, all the own characters organized into the team, or a predetermined number of the own characters organized into the team are displayed in the expedition start performance screen 200.

[0273] When a predetermined time (for example, 3 seconds) has passed, the display of the expedition start performance screen 200 on the display 26 ends. In addition, if the use time shortening function is set for the expedition game started, the following Fig.16The time reduction performance screen 210 shown in C is displayed on the display 26 for a predetermined time. In addition, if the time reduction function is not set for the expedition game started, the time reduction function described later is used. Fig.17 A dispatch destination selection screen 100 shown in A is displayed on the display 26 .

[0274] Fig.16 C is a diagram illustrating an example of a time-reduced performance screen 210. Fig.16 As shown in C, in the time reduction effect screen 210, a predetermined effect image for notifying the player that the time reduction function is used for the started expedition game is displayed for a predetermined time (for example, 3 seconds).

[0275] When a predetermined time (for example, 3 seconds) has passed, the display of the time reduction effect screen 210 on the display 26 ends. Fig.17 A dispatch destination selection screen 100 shown in A is displayed on the display 26 .

[0276] Fig.17 A is a diagram for explaining an example of a dispatch destination selection screen 100 during execution of the expedition game. Fig.17 B is a diagram showing an example of a time reduction screen 180 during the execution of the expedition game. Fig.17 As shown in A, in the dispatch destination selection screen 100 during the execution of the expedition game, an expedition display 103 is displayed below the dispatch destination selection operation unit 101 corresponding to the dispatch destination during the execution of the expedition game.

[0277] In addition, if Fig.17 As shown in FIG. 1A , in the dispatch destination selection screen 100 during the execution of the expedition game, the representative character 100a is displayed on the dispatch destination selection operation unit 101 corresponding to the dispatch destination during the execution of the expedition game. In the present embodiment, when forming a squad to be dispatched to the dispatch destination, D friendly characters are displayed as the representative characters 100a in the formation screen 170. However, the present invention is not limited thereto, and when forming a squad to be dispatched to the dispatch destination, the friendly character with the highest combat power among the formed friendly characters may be displayed as the representative character 100a.

[0278] exist Fig.17 A shows a case where the party is dispatched to "dispatch destination A-1" to play an expedition game. In this case, an expedition display 103 is displayed at the bottom of the first dispatch destination selection operation unit 101a.

[0279] like Fig.17As shown in A, the remaining time until the "dispatch destination A-1" in the execution of the expedition game is completed (reached) is displayed in the expedition display 103. Here, the remaining time is displayed as 2 hours.

[0280] In addition, if Fig.17 As shown in A, a time shortening operation unit 104 with the words "time shortening" and a retreat operation unit 105 with the words "retreat" are displayed in the expedition display 103. As described above, in this embodiment, when the player dispatches a squad to the dispatch destination, the player can use the time shortening function to shorten the remaining time of the required time. In this embodiment, the time shortening function can also be used after the execution of the expedition game starts. When the player clicks the time shortening operation unit 104, the time shortening screen 180 ( Fig.17 B) is displayed on the display 26. Fig.17 The time reduction screen 180 of B has the same Fig.15 B has the same function as the time-shortened screen 180.

[0281] That is, Fig.17 As shown in B, the time shortening screen 180 displays a shortening count display unit 181, a shortening count increase operation unit 181a, and a shortening count decrease operation unit 181b related to the first time shortening function for shortening the remaining time required to execute the expedition game after the start of the game using the time shortening ticket owned by the player.

[0282] The number of time shortening tickets consumed is displayed in the shortening times display unit 181. When the shortening times increasing operation unit 181a is operated (clicked) by the player, the number of time shortening tickets consumed increases by one, and the display of the shortening times display unit 181 is updated. In addition, when the shortening times decreasing operation unit 181b is operated (clicked) by the player, the number of time shortening tickets consumed decreases by one, and the display of the shortening times display unit 181 is updated.

[0283] In addition, if Fig.17 As shown in B, the time shortening screen 180 displays a shortening count display unit 182, a shortening count increase operation unit 182a, and a shortening count decrease operation unit 182b related to the second time shortening function of shortening the remaining time required to execute the expedition game after the start using the gems owned by the player.

[0284] The number of times a predetermined number of gems are consumed is displayed in the shortening number display unit 182. When the shortening number increase operation unit 182a is operated (clicked) by the player, the number of times a predetermined number of gems are consumed increases by one, and the display of the shortening number display unit 182 is updated. In addition, when the shortening number decrease operation unit 182b is operated (clicked) by the player, the number of times a predetermined number of gems are consumed decreases by one, and the display of the shortening number display unit 182 is updated.

[0285] In addition, a required time display unit 183 is displayed on the time reduction screen 180. Fig.17 As shown in B, when the player inputs the consumption of 1 time shortening ticket without consuming the specified number of gems, the required time display unit 183 displays the remaining time of the required time before shortening (for example, 2 hours), the remaining time of the required time after shortening (for example, 1 hour), and the time shortened relative to the remaining time of the required time before shortening (for example, -1 hour).

[0286] In addition, if Fig.17 As shown in FIG. 1B , a shortening operation portion 184 a in which “shorten” is written and a cancel operation portion 185 in which “cancel” is written are displayed on the time shortening screen 180 .

[0287] When the player operates (clicks) the cancel operation unit 185 of the time reduction screen 180, the content displayed on the time reduction screen 180 immediately before the operation (click) is discarded. In addition, the display of the time reduction screen 180 ends, and the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.

[0288] When the player operates (clicks) the shortening operation unit 184a, a confirmation screen 220 ( ) for the player to confirm the use of the time shortening function is displayed with the content displayed on the time shortening screen 180 immediately before the operation (click). Fig.18 A). Fig.18 A is a diagram for explaining an example of a confirmation screen 220 for allowing the player to confirm the use of the shortening function during execution of the expedition game.

[0289] like Fig.18 As shown in A, on the confirmation screen 220, the player is informed that the time shortening ticket and gems are consumed by using the time shortening function.

[0290] In addition, if Fig.18As shown in FIG. 1A , a shortening operation unit 221 indicating “shortening” and a cancel operation unit 222 indicating “cancel” are displayed on the confirmation screen 220. When the player operates (clicks) 222, the display of the confirmation screen 190 ends, and the time shortening screen 180 ( immediately before the shortening operation unit 184a was operated (clicked) is displayed. Fig.17 B) is displayed on the display 26.

[0291] In addition, when the player operates (clicks) the shortening operation unit 221, the shortening function is used, and the above Fig.16 The time reduction effect screen 210 shown in C is displayed on the display 26 for a predetermined time. When the predetermined time has passed, the display of the time reduction effect screen 210 on the display 26 ends. Fig.18 The dispatch destination selection screen 100 shown in B is displayed on the display 26 .

[0292] Fig.18 B is a diagram for explaining an example of a dispatch destination selection screen 100 displayed when the shortening function is used during the execution of the expedition game. Fig.18 As shown in FIG. 1B , the remaining time until the "dispatch destination A-1" in the expedition game is completed (reached) is displayed in the expedition display 103 of the dispatch destination selection screen 100. Here, the remaining time is reduced by 1 hour by the reduction function, and the remaining time is displayed as 1 hour.

[0293] In addition, as described above, in this embodiment, the same own character cannot be repeatedly grouped for each of the multiple dispatch destinations. That is, when a predetermined own character is dispatched to the expedition game being executed, the predetermined own character cannot be dispatched to another dispatch destination. Therefore, in this embodiment, a retreat function is provided in which the player can withdraw the team from the expedition game being executed to terminate the expedition game being executed. By using the retreat function, the predetermined own character desired by the player can be dispatched to another dispatch destination.

[0294] like Fig.18 As shown in FIG. 2B , a retreat operation unit 105 with “retreat” written on it is displayed in the expedition display 103 of the dispatch destination selection screen 100 . When the player operates (clicks) the retreat operation unit 105 , a retreat confirmation screen 230 ( FIG. 24 ) for the player to confirm the use of the retreat function is displayed. Fig.19 A) is displayed on the display 26.

[0295] Fig.19 A is a diagram illustrating an example of the retreat confirmation screen 230. Fig.19As shown in FIG. 1A , in the retreat confirmation screen 230, the player is informed that if the retreat function is used, the player cannot obtain the reward for the unfinished (accomplished) expedition game, and the remaining time of the required time will be reset, and the time reduction ticket and gems used to shorten the time will not be returned. In addition, if the above-mentioned repeated dispatch function is used to set multiple dispatches to the dispatch destination, and if the above-mentioned retreat function is used, the player can receive the reward related to the expedition game that has been completed (accomplished) among the multiple dispatches.

[0296] like Fig.19 As shown in FIG. 1A , a cancel operation unit 231 indicating “Cancel” and a confirmation operation unit 232 indicating “Confirm” are displayed on the retreat confirmation screen 230. When the player operates (clicks) the cancel operation unit 231, the retreat function is not used, and the display of the retreat confirmation screen 230 ends. Fig.18 B) is displayed again on the display 26.

[0297] When the player operates (clicks) the confirmation operation unit 232, the retreat function is used, and the expedition retreat screen 240 ( Fig.19 B) is displayed on the display 26.

[0298] Fig.19 B is a diagram illustrating an example of the expedition retreat screen 240. Fig.19 As shown in FIG. 2B , in the expedition retreat screen 240, the player is informed that the retreat operation unit 105 ( Fig.18 B) The dispatch destination of the corresponding category has withdrawn. Fig.19 In B, the player is informed that the retreat from "dispatch destination A-1" has been carried out.

[0299] In addition, if Fig.19 As shown in FIG. 2B , a close operation unit 241 indicating “close” is displayed on the expedition retreat screen 240. When the player operates (clicks) the close operation unit 241, the display of the expedition retreat screen 240 ends, and the dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26. In addition, in the dispatch destination selection screen 100 displayed at this time, the expedition display 103 ( Fig.17 A) is non-display.

[0300] In addition, when the required time has passed without using the retreat function, the expedition game is completed (achieved). Fig. 20 A is a diagram for explaining an example of a dispatch destination selection screen 100 when an expedition is completed. Fig. 20 A shows that "delivery destination A-1" has been completed (achieved).

[0301] like Fig. 20 As shown in A, in the dispatch destination selection screen 100, an expedition completion display 106 is displayed at the bottom of the dispatch destination selection operation unit 101 corresponding to the dispatch destination that has been completed (achieved). Fig. 20 As shown in FIG. 1A , a result confirmation operation unit 107 with the word “Confirm Result” is displayed in the expedition completion display 106 . When the player operates (clicks) the result confirmation operation unit 107 , the expedition completion screen 250 ( Fig. 20 B) is displayed on the display 26.

[0302] Fig. 20 B is a diagram illustrating an example of an expedition completion screen 250. Fig. 20 As shown in FIG. 2B , in the expedition completion screen 250, when the player operates (clicks) the result confirmation operation unit 107 ( Fig. 20 A) The rewards obtained at the dispatch destination of the corresponding category are displayed at a glance. In addition, when the expedition completion screen 250 is displayed, the player can complete the collection of the rewards obtained at the dispatch destination. Fig. 20 In B, a state in which the rewards obtained by completing (achieving) "dispatch destination A-1" are displayed in a list.

[0303] In addition, if Fig. 20 As shown in FIG. 2B , a non-re-dispatch operation unit 251 indicating “Do not re-dispatch” and a re-dispatch operation unit 252 indicating “Re-dispatch” are displayed on the expedition completion screen 250. When the player clicks the non-re-dispatch operation unit 251, the display of the expedition completion screen 250 ends, and the dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26. That is, since the player has received the reward obtained by completing (achieving) "dispatch destination A-1", the expedition completion display 106 ( Fig. 20 A) becomes non-display.

[0304] When the player operates (clicks) the re-dispatch operation unit 252, a re-dispatch screen 260 ( Fig.21 ) is displayed on the display 26.

[0305] Fig.21 2 is a diagram for explaining an example of the re-dispatch screen 260. Fig.21 As shown, a dispatch destination display unit 261 is displayed in the re-dispatch screen 260. The dispatch destination display unit 261 displays the type of the dispatch destination (here, "dispatch destination A-1") and the play conditions corresponding to the type of the dispatch destination (required combat power, maximum number of people, required time).

[0306] like Fig.21 As shown, the squad display unit 262 is displayed in the dispatch destination display unit 261. The squad display unit 262 displays the own characters in the same formation as the squad dispatched to the dispatch destination last time. In addition, it can also be set that at least part of all the own characters used to form the squad are displayed in the squad display unit 262.

[0307] In addition, in the present embodiment, the repeated dispatch function can be used in the re-dispatch screen 260. In addition, in the present embodiment, the following case is shown: the repeated dispatch function can be used in the re-dispatch screen 260, while the time reduction function cannot be used. However, this is not limited to this, and both the repeated dispatch function and the time reduction function can be used in the re-dispatch screen 260.

[0308] like Fig.21 As shown, a repeated dispatch count display unit 264, a repeated dispatch count increase operation unit 264a, and a repeated dispatch count decrease operation unit 264b are displayed on the dispatch destination display unit 261.

[0309] The number of dispatches currently set is displayed in the repeated dispatch number display unit 264. When the repeated dispatch number increase operation unit 264a is operated (clicked) by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 264 is updated. In addition, when the repeated dispatch number decrease operation unit 264b is operated (clicked) by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 264 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 264 is one.

[0310] In addition, if Fig.21 As shown, a cancel operation unit 265 with the word "Cancel" and a dispatch operation unit 266 with the word "Dispatch" are displayed on the re-dispatch screen 260. When the player operates (clicks) the cancel operation unit 265, the content displayed on the re-dispatch screen 260 immediately before the operation (click) is discarded. In addition, the display of the re-dispatch screen 260 ends, and the re-dispatch operation unit 252 ( Fig. 20 B) Expedition completion screen 250 ( Fig. 20 B) is displayed on the display 26.

[0311] When the player operates (clicks) the dispatch operation unit 266, the expedition game starts. Fig.16 B) The specified time is displayed on the display 26 to inform the start of the expedition game. When the specified time has passed, the expedition start performance screen 200 ( Fig.16 B) is displayed, and the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.

[0312] Fig. 22 A is a diagram illustrating an example of an expedition home page screen 90 when the expedition is completed. Fig. 22 As shown in FIG. 1A, when there is an expedition game for which the reward has not been received or an expedition game is being executed, a representative character 100a is displayed on the expedition layer selection operation unit 91 corresponding to the layer to which the dispatch destination belongs. In addition, an operation unit for displaying a list of teams organized for the expedition games for which the reward has not been received or the expedition games being executed may be displayed on the expedition home page screen 90. In addition, it may be possible to confirm the result of the expedition destination game corresponding to each dispatch destination, that is, to receive the reward, from the list display of the teams.

[0313] In addition, Fig. 22 In A, it is shown that "dispatch destination A-1" and "dispatch destination A-2" have been completed (achieved). When the player operates (clicks) the concentrated expedition completion operation unit 94, the concentrated expedition completion screen 270 ( Fig. 22 B) is displayed on the display 26. In addition, if there are more than one expedition games for which the rewards have not been collected, an identification display for indicating that there are more than one expedition games for which the rewards have not been collected may be displayed on the centralized expedition completion operation unit 94. Specifically, as the identification display, a number indicating the number of expedition games for which the rewards have not been collected may be displayed. Alternatively, specifically, as the identification display, a symbol indicating that there are expedition games for which the rewards have not been collected may be displayed.

[0314] As described above, when the player operates (clicks) the concentrated expedition completion operation unit 94, the concentrated expedition completion screen 270 ( Fig. 22 B) is displayed on the display 26. Fig. 22 B is a diagram for explaining an example of the concentrated expedition completion screen 270. Fig. 22 As shown in B, in the concentrated expedition completion screen 270, the rewards obtained by all dispatch destinations for which the expedition game has been completed after the required time has elapsed and the collection of rewards has not yet been completed are displayed in a list.

[0315] In addition, when the concentrated expedition completion screen 270 is displayed, the player can complete the collection of rewards obtained at these dispatch destinations. Fig. 22 In B, a state in which the rewards obtained by completing (achieving) "dispatch destination A-1" and "dispatch destination A-2" are displayed in a list.

[0316] In addition, if Fig. 22 As shown in FIG. 2B , a non-re-dispatch operation unit 271 indicating “Do not re-dispatch” and a re-dispatch operation unit 272 indicating “Re-dispatch” are displayed on the centralized expedition completion screen 270. When the player clicks the non-re-dispatch operation unit 271, the display of the expedition completion screen 250 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26. That is, since the player has received the reward obtained by completing (achieving) "dispatch destinations A-1" and "A-2", the representative character 100a ( Fig. 22 A) becomes non-display.

[0317] When the player operates (clicks) the re-dispatch operation unit 272, a re-dispatch screen 280 ( Fig.23 ) is displayed on the display 26.

[0318] Fig.23 280 is a diagram for explaining an example of the re-dispatch screen 280. Fig.23 As shown, a dispatch destination display unit 281 is displayed for each type of dispatch destination in the re-dispatch screen 280. The dispatch destination display unit 281 displays the type of dispatch destination and the play conditions (required combat power, maximum number of players, required time) corresponding to the type of dispatch destination.

[0319] In addition, if Fig.23 As shown, the squad display unit 282 is displayed in the dispatch destination display unit 281. The team display unit 282 displays the own characters of the same formation as the squad dispatched to the dispatch destination last time. In addition, it can also be set that at least part of all the own characters used to form the squad are displayed in the squad display unit 282.

[0320] In addition, if Fig.23 As shown, a check box 283 is displayed in the dispatch destination display unit 281. The player can switch whether to dispatch again to the dispatch destination of the category corresponding to the check box 283 by operating (clicking) the check box 283.

[0321] In addition, in the present embodiment, the repeated dispatch function can be used in the re-dispatch screen 280. In addition, in the present embodiment, the following case is shown: the repeated dispatch function can be used in the re-dispatch screen 280, while the time reduction function cannot be used. However, this is not limited to this, and both the repeated dispatch function and the time reduction function can be used in the re-dispatch screen 280.

[0322] like Fig.23As shown, a repeated dispatch count display unit 284, a repeated dispatch count increase operation unit 284a, and a repeated dispatch count decrease operation unit 284b are displayed on the dispatch destination display unit 281.

[0323] The number of dispatches currently set is displayed in the repeated dispatch number display unit 284. When the repeated dispatch number increase operation unit 284a is operated (clicked) by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 284 is updated. In addition, when the repeated dispatch number decrease operation unit 284b is operated (clicked) by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 284 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 284 is one.

[0324] In addition, if Fig.23 As shown, a cancel operation unit 285 with the word "Cancel" and a dispatch operation unit 286 with the word "Dispatch" are displayed on the re-dispatch screen 280. When the player operates (clicks) the cancel operation unit 285, the content displayed on the re-dispatch screen 280 immediately before the operation (click) is discarded. In addition, the display of the re-dispatch screen 280 ends, and the re-dispatch operation unit 272 ( Fig. 22 B) Concentrated expedition completion screen 270 before being operated (clicked) ( Fig. 22 B) is displayed on the display 26.

[0325] When the player operates (clicks) the dispatch operation unit 286, the expedition game starts. Fig.16 B) The specified time is displayed on the display 26 to inform the start of the expedition game. When the specified time has passed, the expedition start performance screen 200 ( Fig.16 B) is displayed, and the expedition home page screen 90 ( Fig. 22 A) is displayed on the display 26.

[0326] In addition, as described above, in this embodiment, a team can be dispatched to each of a plurality of dispatch destinations. Specifically, the dispatch destination selection screen 100 ( Figure 7 B) and repeat the grouping screen 170 ( Fig.13 A. Fig.13 B) and a series of operations such as the formation of the squad in the dispatch operation unit 177 to dispatch the squad to each of the plurality of dispatch destinations. However, in the above method, when dispatching the squad to each of a large number of dispatch destinations, the player's operation becomes complicated, so there is a concern that the convenience of the player is reduced.

[0327] Therefore, in this embodiment, a combined expedition function is provided as a function for facilitating the dispatch of a team to each of a plurality of dispatch destinations. Figure 7 A) displays a joint expedition selection operation unit 93 at the top. When the player operates (clicks) the joint expedition selection operation unit 93, a joint expedition screen 290 ( Fig.24 A) is displayed on the display 26.

[0328] Fig.24 A is a first diagram for explaining an example of the joint expedition screen 290. Fig.24 B is a second diagram illustrating an example of the joint expedition screen 290. Fig.24 As shown in FIG. 1A , one or more dispatch destination display units 291 corresponding to the types of dispatch destinations are displayed in the center of the joint expedition screen 290 . In the initial state, the dispatch destination display units 291 corresponding to the types of all dispatch destinations are displayed on the joint expedition screen 290 .

[0329] In addition, in the dispatch destination display unit 291, the player can organize the squad to be dispatched to each dispatch destination. In addition, the dispatch destination display unit 291 displays a manual organization operation unit 292 in which "manual organization" is written and an automatic organization operation unit 293 in which "automatic organization" is written. When the manual organization operation unit 292 is operated (clicked) by the player, a grouping screen (not shown) for a joint expedition is displayed on the display 26. In the grouping screen (not shown) for a joint expedition, the grouping of the squad can be set based on the player's operation. The display content and function of the grouping screen (not shown) for a joint expedition can be the same as those of the grouping screen 170.

[0330] When the automatic grouping operation unit 293 is operated (clicked) by the player, the automatic grouping setting screen 160 ( Fig.12 A. Fig.12 In B), the automatic grouping function (the first automatic grouping function or the second automatic grouping function) of the category set by the player is used to automatically group the team.

[0331] In addition, a special release item object display unit 294 is provided in the dispatch destination display unit 291. As described above, when a team is formed, Fig.24 As shown in B, the friendly character set as the special item release target that can obtain the special item is displayed on the special release item target display unit 294.

[0332] In addition, in this embodiment, the repeated dispatch function can be used in the joint expedition screen 290. Fig.24As shown in FIG. 1A , a repeated dispatch count display unit 295 , a repeated dispatch count increase operation unit 295 a , and a repeated dispatch count decrease operation unit 295 b are displayed on the dispatch destination display unit 291 .

[0333] The number of dispatches currently set is displayed in the repeated dispatch number display unit 295. When the repeated dispatch number increase operation unit 295a is operated (clicked) by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 295 is updated. In addition, when the repeated dispatch number decrease operation unit 295b is operated (clicked) by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 295 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 295 is one.

[0334] In addition, in this embodiment, the time reduction function can be used in the expedition together screen 290. Fig.24 As shown in A, a time reduction operation unit 296 in which “time reduction” is written is displayed on the dispatch destination display unit 291 .

[0335] When the player clicks the time reduction operation unit 296, a time reduction screen (not shown) for the joint expedition is displayed on the display 26. In the time reduction screen (not shown) for the joint expedition, detailed settings of the time reduction function can be made based on the player's operation. The display content and function of the time reduction screen (not shown) for the joint expedition can be the same as those of the time reduction screen 180.

[0336] In addition, if Fig.24 As shown in FIG. 2A , a clear operation unit 297 with “clear” written on it is displayed in the dispatch destination display unit 291. When the player operates (clicks) the clear operation unit 297, the group contents of the dispatch destination of the category corresponding to the clear operation unit 297 that has been operated (clicked) are discarded. In addition, the player's character that was displayed in the special release item object display unit 294 is no longer displayed.

[0337] In addition, if Fig.24 As shown in A, a formation clearing operation unit 298 with "formation clear" written on it is displayed on the joint expedition screen 290. When the player operates (clicks) the formation clearing operation unit 298, the formation contents of all dispatch destinations displayed on the joint expedition screen 290 are discarded. In addition, the player's character that was displayed on the special release item object display unit 294 is no longer displayed.

[0338] In addition, if Fig.24 As shown in A, a check box 299 is displayed in the dispatch destination display unit 291. The player can switch whether to dispatch to the dispatch destination of the category corresponding to the check box 299 by operating (clicking) the check box 299.

[0339] In addition, if Fig.24 As shown in A, a check all uncheck operation unit 300 with "check all uncheck" written therein is displayed on the joint expedition screen 290. When the player operates (clicks) the check all uncheck operation unit 300, all check boxes 299 displayed on the joint expedition screen 290 are unchecked.

[0340] In addition, if Fig.24 As shown in A, a priority setting operation unit 301 labeled "priority setting" is displayed on the joint expedition screen 290. When the player operates (clicks) the priority setting operation unit 301, the priority setting screen 130 ( Fig. 9 B) is displayed on the display 26. When the priority is set on the priority setting screen 130, the display of the priority setting screen 130 ends, and the joint expedition screen 290 is displayed on the display 26.

[0341] In addition, if Fig.24 As shown in FIG. 1A , a first filter display operation unit 302 for filtering the dispatch destination display unit 291 displayed on the joint expedition screen 290 is displayed on the joint expedition screen 290 .

[0342] When the first filter display operation unit 302 is clicked by the player, filtering corresponding to the category of the dispatch destination can be performed. For example, it can also be set to filter and display for each layer to which the dispatch destination belongs. In addition, for example, as the category of the dispatch destination, it is also possible to set a normal dispatch destination that the player can always select as described above, and a first special dispatch destination and a second special dispatch destination that can only be selected when a pre-set appearance condition is met. For example, with respect to the first special dispatch destination, when a pre-set specified item is used, the appearance condition is met, and the player can dispatch a team to the first special dispatch destination. In addition, with respect to the second special dispatch destination, a lottery is performed when the expedition game is completed (reached) and the reward is received. If the player is drawn in the lottery, the appearance condition is met, and the player can dispatch a team to the second special dispatch destination. Moreover, it can also be set to be able to switch between the case where only the normal dispatch destination is filtered out and displayed, the case where only the first special dispatch destination is filtered out and displayed, and the case where only the second special dispatch destination is filtered out and displayed.

[0343] In addition, if Fig.24 As shown in FIG. 1A , a second narrowing display operation unit 303 for narrowing down the dispatch destination display unit 291 displayed on the joint expedition screen 290 is displayed on the joint expedition screen 290 .

[0344] The player can click the second narrowing display operation unit 303 to switch between narrowing down the display to display only the dispatch destinations for which a check is entered in the check box 299 and displaying dispatch destinations of all categories regardless of whether the check box 299 is checked.

[0345] In addition, if Fig.24 As shown in FIG. 1A, a search tab 304 is displayed on the joint expedition screen 290. In addition, a search operation unit 304a with the word "Search" and three item selection columns 304b are displayed on the search tab 304. When the player operates (clicks) any one of the item selection columns 304b, an item selection screen (not shown) is displayed on the display 26. In the item selection screen (not shown), the player can select up to three desired items (special equipment, normal items).

[0346] In addition, for example, when a promotional campaign is implemented in an expedition game, only the dispatch destination corresponding to the promotional campaign being implemented can be screened out for display. In addition, the promotional campaign is executed for a preset period (for example, 10 days). In addition, it can also be set that the dispatch destination display unit 291 of the dispatch destination that is the object of the promotional campaign displays a prescribed icon indicating that it is the object of the promotional campaign. In addition, the content of the promotional campaign is not particularly limited. For example, it can be set to increase the required time proportionally when the squad exceeds the required combat power, and to increase the reward given to the player when the expedition destination game is completed (achieved). For example, it can also be set that when multiple promotional campaigns are executed at the same time, multiple icons corresponding to each promotional campaign are displayed on the dispatch destination display unit 291.

[0347] Furthermore, the item selected by the player in the item selection screen (not shown) is displayed in the item selection column 304b. Furthermore, when the player operates (clicks) the search operation unit 304a while the item is displayed in the item selection column 304b, the dispatch destination display unit 291 corresponding to the dispatch destinations where the item displayed in the item selection column 304b can be obtained is displayed in a list on the joint expedition screen 290.

[0348] In addition, in this embodiment, the content currently displayed in the expedition together screen 290 is saved in accordance with the preset. Fig.24 As shown in FIG. 1A , a preset switching operation unit 305 is displayed at the top of the joint expedition screen 290. In this embodiment, a total of 9 presets are prepared. When the player operates (clicks) the preset switching operation unit 305, the joint expedition screen 290 of the content stored corresponding to the operated (clicked) preset is displayed on the display 26. This can improve the convenience of the player.

[0349] In addition, if Fig.24 As shown in A, a cancel operation unit 306 indicating "cancel" is displayed on the joint expedition screen 290. When the player operates (clicks) the cancel operation unit 306, the display of the joint expedition screen 290 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.

[0350] In addition, if Fig.24 A. Fig.24 As shown in B, the joint expedition screen 290 displays the joint expedition operation unit 307 with the words "Join the expedition". Fig.24 As shown in FIG. 1A, when no checkboxes 299 of the dispatch destination display unit 291 displayed on the joint expedition screen 290 are input, the joint expedition operation unit 307 is displayed in an inoperable state. In addition, when the combat effectiveness of the squad organized in the dispatch destination display unit 291 with a checkbox 299 input, is lower than the required combat effectiveness set for the corresponding dispatch destination, the joint expedition operation unit 307 is also displayed in an inoperable state.

[0351] On the other hand, when the combat capability of the squad organized in the dispatch destination display unit 291 with a check input in the check box 299 is greater than the required combat capability set for the corresponding dispatch destination, as shown in FIG. Fig.24 As shown in FIG. 2B , the expedition operation unit 307 is displayed in an operable state. When the player operates (clicks) the expedition operation unit 307 in the operable state, the expedition confirmation screen 310 ( Fig.25 ) is displayed on the display 26.

[0352] Fig.25 3 is a diagram for explaining an example of a joint expedition confirmation screen 310. In the joint expedition confirmation screen 310, when the time shortening function is set in the joint expedition screen 290, the player is informed that the time shortening ticket and gems are consumed. In addition, in the joint expedition confirmation screen 310, various setting contents for each dispatch destination that is checked in the check box 299 of the joint expedition screen 290 are informed. In addition, when the time shortening function is not set in the joint expedition screen 290, since the time shortening ticket and gems are not consumed, only the various setting contents for each dispatch destination that is checked in the check box 299 of the joint expedition screen 290 are informed.

[0353] In addition, if Fig.25As shown, a cancel operation unit 311 indicating "Cancel" is displayed on the joint expedition confirmation screen 310. When the player operates (clicks) the cancel operation unit 311, the display of the joint expedition confirmation screen 310 ends, and the joint expedition screen 290 ( Fig.24 B) is displayed on the display 26.

[0354] In addition, if Fig.25 As shown, a joint expedition operation unit 312 with the word "joint expedition" is displayed on the joint expedition confirmation screen 310. When the player operates (clicks) the joint expedition operation unit 312, the expedition game starts. In addition, the expedition start performance screen 200 ( Fig.16 B) The start of the expedition game is notified by displaying a predetermined time on the display 26. The own characters to be dispatched to the expedition are displayed on the expedition start performance screen 200. Specifically, for example, all the own characters organized into the squad, or a predetermined number of the own characters organized into the squad are displayed on the expedition start performance screen 200. For example, when the squad is dispatched to each of the five dispatch destinations using the joint expedition function, a part or all of the own characters belonging to the five squads are displayed on the expedition start performance screen 200. That is, it can be said that the more the number of dispatch destinations selected in the joint expedition function, the more the predetermined number of characters displayed on the expedition start performance screen 200.

[0355] Then, when the predetermined time has elapsed, the display of the expedition start performance screen 200 on the display 26 ends.

[0356] Furthermore, if the time reduction function is set for the expedition game started, the time reduction performance screen 210 is displayed for a predetermined time on the display 26. In addition, if the time reduction function is not set for the expedition game started, the expedition home screen 90 ( Fig. 22 A) is displayed on the display 26. When the predetermined time has passed, the display of the time reduction performance screen 210 on the display 26 ends. Fig. 22 A) is displayed on the display 26.

[0357] In this way, the player can grasp the dispatch destinations where the player's desired item can be obtained simply by selecting the desired item and operating the search operation unit 304a. By simply organizing a team, selecting the number of dispatches, and checking the check box 299 for each displayed dispatch destination, the expedition game for the selected number of dispatches can be started for the selected one or more dispatch destinations. This makes it easy to collect items and saves the player's time.

[0358] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned expedition game will be described. In addition, the functional configuration of the player terminal 1 and the server 1000 related to the battle game will be omitted.

[0359] (Control Processing in Player Terminal 1 and Server 1000)

[0360] Fig.26 1 is a diagram for explaining the structure of the memory 12 in the player terminal 1 and its function as a computer. The program storage area 12a stores a game control program 500. The above-mentioned program stored in the program storage area 12a is an example, and many other programs are provided in the program storage area 12a.

[0361] The data storage area 12b is provided with an information storage unit 550 for storing various information for the expedition game. The above-mentioned storage unit provided in the data storage area 12b is an example, and many other storage units are provided in the data storage area 12b.

[0362] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Furthermore, the CPU 10 operates each program stored in the program storage area 12a to make the player terminal 1 (computer) function as the terminal side control unit 1A. The terminal side control unit 1A includes a game control unit 500a.

[0363] Specifically, the CPU 10 executes the game control program 500 to cause the computer to function as a game control unit 500 a .

[0364] Fig. 27 1 is a diagram for explaining the structure of the memory 1012 in the server 1000 and its function as a computer. The program storage area 1012a stores a game control program 1500. The above-mentioned program stored in the program storage area 1012a is an example, and many other programs are provided in the program storage area 1012a.

[0365] The data storage area 1012b is provided with an information storage unit 1550 for storing various information for the expedition game. The above-mentioned storage unit provided in the data storage area 1012b is an example, and many other storage units are provided in the data storage area 1012b.

[0366] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Furthermore, the CPU 1010 operates each program stored in the program storage area 1012a to make the server 1000 (computer) function as a server-side control unit 1000A. The server-side control unit 1000A includes a game control unit 1500a.

[0367] Specifically, the CPU 1010 causes the game control program 1500 to operate, so that the computer functions as the game control unit 1500a. Hereinafter, a part of the processing related to the expedition game executed by the terminal side control unit 1A and the server side control unit 1000A will be described. In addition, the description of the processing related to the battle game executed by the terminal side control unit 1A and the server side control unit 1000A will be omitted.

[0368] (Communication Processing Between Player Terminal 1 and Server 1000)

[0369] Fig.28 1 is a sequence diagram for explaining basic processing of the player terminal 1 and the server 1000. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer). In addition, the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0370] In the player terminal 1 , when the player performs a login operation such as starting a game application, the terminal-side control unit 1A transmits login information to the server 1000 ( P1 ).

[0371] When receiving the login information in the server 1000 , the server-side control unit 1000A performs a login management process for causing the player terminal 1 to receive (acquire) the player information and game information stored in the server 1000 ( S1 ).

[0372] In the player terminal 1 , when the player information is received (acquired) from the server 1000 , the terminal-side control unit 1A stores the received player information and game information in the information storage unit 550 .

[0373] In addition, in the player terminal 1, a setting process (P2) for accepting various settings in the expedition game is executed.

[0374] Fig.29 1 is a first flowchart for explaining the setting process (P2) in the player terminal 1. Fig.30 2 is a second flowchart for explaining the setting process (P2) in the player terminal 1. Fig.29 As shown, the game control unit 500a determines whether the expedition home screen 90 ( Figure 7 A) menu screen selection operation unit 92 (P2-1).

[0375] When the menu screen selection operation unit 92 is operated (clicked) ("Yes" in P2-1), the game control unit 500a displays the menu screen 110 ( Figure 8 A) is displayed on the display 26 (P2-2), and the setting process is terminated.

[0376] If the menu screen selection operation unit 92 is not operated (clicked) (No in P2 - 1 ), the game control unit 500 a determines whether or not the menu screen 110 is being displayed on the display 26 ( P2 - 3 ).

[0377] When the menu screen 110 is displayed on the display 26 (YES in P2 - 3 ), the game control unit 500 a determines whether an operation (click) by the player is detected ( P2 - 4 ).

[0378] When the player's operation (click) on the menu screen 110 is not detected (No in P2-4), the game control unit 500a ends the setting process.

[0379] In addition, when the player's operation (click) on the menu screen 110 is detected ("Yes" in P2-4), the game control unit 500a executes a display switching process (P2-5) to switch the display of the display 26 according to the player's operation (click), and ends the setting process.

[0380] Specifically, when an operation (click) on the notification setting operation unit 111 of the menu screen 110 is detected, the game control unit 500a displays the notification setting screen 120 ( Figure 8 B) is displayed on the display 26. In addition, when an operation (click) on the priority setting operation unit 112 of the menu screen 110 is detected, the game control unit 500a displays the priority setting screen 130 ( Fig. 9 B) is displayed on the display 26. In addition, when the operation (click) of the automatic grouping setting operation unit 113 of the menu screen 110 is detected, the game control unit 500a displays the automatic grouping setting screen 160 on the display 26. In addition, when the operation (click) of the closing operation unit 114 of the menu screen 110 is detected, the game control unit 500a ends the display of the menu screen 110 on the display 26.

[0381] When the menu screen 110 is not displayed on the display 26 (No in P2 - 3 ), the game control unit 500 a determines whether the notification setting screen 120 is displayed on the display 26 ( P2 - 6 ).

[0382] When the notification setting screen 120 is displayed on the display 26 (YES in P2-6), the game control unit 500a determines whether an operation (click) by the player is detected (P2-7).

[0383] When the player's operation (click) on the notification setting screen 120 is not detected (No in P2-7), the game control unit 500a ends the setting process.

[0384] In addition, when the player's operation (click) on the notification setting screen 120 is detected ("Yes" in P2-7), the game control unit 500a determines whether the player's operation (click) detected in the above step P2-7 is an operation on the setting operation unit 123 of the notification setting screen 120 (P2-8).

[0385] When the operation is not performed on the setting operation unit 123 of the notification setting screen 120 (No in P2-8), the game control unit 500a shifts the process to step P2-10 described later.

[0386] If the operation is performed on the setting operation unit 123 of the notification setting screen 120 (Yes in P2-8), the game control unit 500a stores the execution timing of the expedition completion notification set by the player as setting information in the information storage unit 550 (P2-9).

[0387] Furthermore, the game control unit 500a executes a display switching process (P2-10) for switching the display of the display 26 in accordance with the player's operation (click) on the notification setting screen 120, and ends the setting process.

[0388] Specifically, when the first execution opportunity selection unit 121 of the notification setting screen 120 is operated (clicked), the game control unit 500a highlights the first execution opportunity selection unit 121. In addition, when the second execution opportunity selection unit 122 of the notification setting screen 120 is operated (clicked), the game control unit 500a highlights the second execution opportunity selection unit 122. In addition, when the cancel operation unit 124 of the notification setting screen 120 is operated (clicked), the game control unit 500a ends the display of the notification setting screen 120.

[0389] In addition, when the notification setting screen 120 is not displayed on the display 26 ("No" in P2-6), Fig.30 As shown, the game control unit 500a determines whether the priority setting screen 130 ( Fig. 9 B)(P2-11).

[0390] When the priority setting screen 130 is displayed on the display 26 (YES in P2 - 11 ), the game control unit 500 a determines whether an operation (click) by the player is detected ( P2 - 12 ).

[0391] When the player's operation (click) on the priority setting screen 130 is not detected (No in P2-12), the game control unit 500a ends the setting process.

[0392] In addition, when the player's operation (click) on the priority setting screen 130 is detected ("Yes" in P2-12), the game control unit 500a determines whether the player's operation (click) detected in the above step P2-12 is an operation on the setting operation unit 135 of the priority setting screen 130 (P2-13).

[0393] When the operation is not performed on the setting operation unit 135 of the priority setting screen 130 (No in P2-13), the game control unit 500a shifts the processing to step P2-15 described later.

[0394] If the operation is performed on the setting operation unit 135 of the priority setting screen 130 (Yes in P2-13), the game control unit 500a stores the content of the priority setting set by the player as setting information in the information storage unit 550 (P2-14).

[0395] Furthermore, the game control unit 500a executes a display switching process (P2-15) of switching the display of the display 26 in accordance with the player's operation (click) on the priority setting screen 130, and ends the setting process.

[0396] Specifically, when an operation (click) is performed on a own character displayed in the overview display section 131 of the priority setting screen 130, the game control section 500a highlights the own character that has been operated (clicked). In addition, the game control section 500a displays the own characters on the priority object display section 132 in the order in which the operation (click) was performed. In addition, when an operation (click) is performed on the reset operation section 133 of the priority setting screen 130, the game control section 500a resets the own character that has been set as the priority object, and highlights the own character in the overview display section 131 and hides the own character displayed in the priority object display section 132. In addition, when an operation (click) is performed on the priority change operation section 134 of the priority setting screen 130, the game control section 500a displays the priority change first screen 140 ( Fig.10A) Displayed on the display 26. When the cancel operation unit 136 or the setting operation unit 135 of the priority setting screen 130 is operated (clicked), the game control unit 500a ends the display of the priority setting screen 130.

[0397] If the priority setting screen 130 is not displayed on the display 26 (No in P2-11), the game control unit 500a determines whether the priority change first screen 140 ( Fig.10 B) or priority change second screen 150 ( Fig.10 B)(P2-16).

[0398] When the priority change first screen 140 or the priority change second screen 150 is displayed on the display 26 (Yes in P2-16), the game control unit 500a determines whether an operation (click) by the player is detected (P2-17).

[0399] When the player's operation (click) on the first priority change screen 140 or the second priority change screen 150 is not detected (No in P2-17), the game control unit 500a ends the setting process.

[0400] In addition, when a player's operation (click) on the priority change first screen 140 or the priority change second screen 150 is detected ("Yes" in P2-17), the game control unit 500a determines whether the player's operation (click) detected in the above step P2-17 is an operation on the setting operation unit 151 of the priority change second screen 150 (P2-18).

[0401] When the operation is not performed on the setting operation unit 151 of the second priority change screen 150 (No in P2-18), the game control unit 500a shifts the process to step P2-20 described later.

[0402] In addition, in the case of an operation on the setting operation unit 151 of the second priority change screen 150 ("Yes" in P2-18), the game control unit 500a will swap the priority of the own character set to change the starting own character with the priority of the own character set to change the target own character (P2-19).

[0403] Furthermore, the game control unit 500a executes a display switching process (P2-20) for switching the display of the display 26 according to the player's operation (click) on the priority change first screen 140 or the priority change second screen 150, and ends the setting process.

[0404] Specifically, when the close operation unit 142 of the priority change first screen 140 is operated (clicked), the game control unit 500a ends the display of the priority change first screen 140. In addition, when the one-party character displayed in the priority object display unit 141 of the priority change first screen 140 is operated (clicked), the game control unit 500a displays the priority change second screen 150 on the display 26. In addition, when the priority change second screen 150 is displayed, the game control unit 500a highlights the one-party character that has been operated (clicked) in the priority change first screen 140. In addition, when the one-party character displayed in the priority object display unit 141 of the priority change second screen 150 is operated (clicked), the game control unit 500a highlights the one-party character that has been operated (clicked). In addition, when the cancel operation unit 152 is operated (clicked), the game control unit 500a ends the display of the priority change second screen 150 and displays the priority change first screen 140 on the display 26.

[0405] When the priority change first screen 140 or the priority change second screen 150 is not displayed on the display 26 (No in P2-16), the game control unit 500a determines whether the automatic team setting screen 160 is displayed on the display 26 (P2-21).

[0406] When the automatic teaming setting screen 160 is displayed on the display 26 (YES in P2-21), the game control unit 500a determines whether an operation (click) by the player is detected (P2-22).

[0407] When the player's operation (click) on the automatic teaming setting screen 160 is not detected (No in P2-22), the game control unit 500a ends the setting process.

[0408] In addition, when the player's operation (click) on the automatic grouping setting screen 160 is detected ("Yes" in P2-22), the game control unit 500a determines whether the player's operation (click) detected in the above step P2-22 is an operation on the setting operation unit 163 of the automatic grouping setting screen 160 (P2-23).

[0409] When the operation is not performed on the setting operation unit 163 of the automatic teaming setting screen 160 (No in P2-23), the game control unit 500a shifts the processing to step P2-25 described later.

[0410] In addition, when the setting operation unit 163 of the automatic grouping setting screen 160 is operated ("Yes" in P2-23), the game control unit 500a will store the setting information of the automatic grouping function in the information storage unit 550 (P2-24), indicating which of the first automatic grouping function and the second automatic grouping function is set by the player.

[0411] Furthermore, the game control unit 500a executes a display switching process (P2-25) for switching the display of the display 26 in accordance with the player's operation (click) on the automatic team setting screen 160, and ends the setting process.

[0412] Specifically, when the first automatic grouping function selection unit 161 of the automatic grouping setting screen 160 is operated (clicked), the game control unit 500a highlights the first automatic grouping function selection unit 161. In addition, when the second automatic grouping function selection unit 162 of the automatic grouping setting screen 160 is operated (clicked), the game control unit 500a highlights the second automatic grouping function selection unit 162. In addition, when the setting operation unit 163 of the automatic grouping setting screen 160 is operated (clicked), the game control unit 500a ends the display of the automatic grouping setting screen 160.

[0413] Back to Fig.28 In the player terminal 1, a separate dispatch process (P3) is executed. In the separate dispatch process (P3), the player selects a destination on the dispatch destination selection screen 100 ( Figure 7 B) Select the desired dispatch destination and dispatch the team to the dispatch destination to start the expedition game.

[0414] Fig.31 This is a first flowchart for explaining the individual dispatch processing (P3) in the player terminal 1. Fig.32 This is a second flowchart for explaining the individual dispatch process (P3) in the player terminal 1. Fig.33 3 is a third flowchart for explaining the individual dispatch processing (P3) in the player terminal 1. Fig.31 As shown, the game control unit 500a determines whether the dispatch destination selection screen 100 ( Figure 7 B) Any one of the dispatch destination selection operation units 101 (P3-1).

[0415] When any of the dispatch destination selection operation units 101 in the dispatch destination selection screen 100 is operated (clicked) ("Yes" in P3-1), the game control unit 500a displays the teaming screen 170 corresponding to the dispatch destination selection operation unit 101 that has been operated (clicked) on the display 26 (P3-2), and ends the individual dispatch processing.

[0416] In addition, when the dispatch destination selection operation unit 101 is not operated (clicked) ("No" in P3-1), the game control unit 500a determines whether an operation (click) is performed on the friendly character displayed in the overview display unit 171 of the formation screen 170, that is, determines whether the team formation is manually performed by the player (P3-3).

[0417] When an operation (click) is performed on the all-player character displayed in the list display unit 171 of the formation screen 170 (Yes in P3-3), the game control unit 500a shifts the processing to step P3-7 described later.

[0418] In addition, when no operation (click) is performed on the friendly character displayed in the overview display unit 171 of the teaming screen 170 ("No" in P3-3), the game control unit 500a determines whether an operation (click) is performed on the automatic teaming operation unit 174 of the teaming screen 170 (P3-4).

[0419] When the automatic teaming operation unit 174 of the teaming screen 170 is operated (clicked) (Yes in P3-4), the game control unit 500a checks the setting information related to the automatic teaming function stored in the information storage unit 550 (P3-5).

[0420] In addition, the game control unit 500a executes automatic grouping processing (P3-6), in which the automatic grouping function (first automatic grouping function or second automatic grouping function) of the category set by the player is used to automatically perform team grouping based on the setting information related to the automatic grouping function confirmed in the above step P3-5.

[0421] Specifically, when the first automatic grouping function is used, first, the game control unit 500a preferentially groups three friendly characters with high priority, except for the non-groupable characters, into a squad. Furthermore, when the combined combat effectiveness of the three friendly characters reaches the required combat effectiveness, the game control unit 500a terminates the grouping of the squad. On the other hand, when the combined combat effectiveness of the three friendly characters does not reach the required combat effectiveness, the game control unit 500a further groups friendly characters that are not set as priority objects into a squad. Specifically, friendly characters with high combat effectiveness among friendly characters that are not set as priority objects and can be grouped are grouped in sequence until the combat effectiveness of the squad meets the required combat effectiveness.

[0422] In addition, when the second automatic grouping function is used, the game control unit 500a preferentially groups three friendly characters with high priority, excluding characters that cannot be grouped, into a team. Furthermore, the game control unit 500a groups friendly characters with high combat power among friendly characters that are not set as priority objects and can be grouped, until the maximum number of people that can be grouped is reached.

[0423] In addition, when the first automatic grouping function is used without setting the own characters as priority objects, the game control unit 500a will group the own characters with greater combat power among the own characters that can be grouped in sequence until the combat power of the team meets the required combat power.

[0424] In addition, when the second automatic grouping function is used without setting a priority friendly character, the game control unit 500a groups friendly characters with greater combat power among the friendly characters that can be grouped, until the maximum number of friendly characters that can be grouped is reached.

[0425] In addition, the game control unit 500a updates the display of the release target display unit 172a and the non-release target display unit 172b of the formation screen 170 according to the manual formation of the team by the player or the formation of the team automatically formed by using the automatic formation function (P3-7).

[0426] Furthermore, the game control unit 500a updates the display of the maximum number of players display unit 173c of the composition screen 170 based on the display contents of the release target display unit 172a and the non-release target display unit 172b of the composition screen 170 updated in step P3-7 (P3-8).

[0427] Furthermore, the game control unit 500a derives the combat effectiveness of the formed squad based on the display contents of the release target display unit 172a and the non-release target display unit 172b of the formation screen 170 updated in the above step P3-7 (P3-9).

[0428] In addition, the game control unit 500a updates the display of the required combat power display unit 173a based on the combat power of the team derived in the above step P3-9 (P3-10).

[0429] In addition, the game control unit 500a derives the shortened required time based on the combat effectiveness of the squad derived in the above step P3-9 (P3-11). Here, the higher the combat effectiveness of the formed squad, the greater the shortened required time.

[0430] Furthermore, the game control unit 500a updates the display of the required time display unit 173b based on the shortened required time derived in the above-mentioned step P3-11 (P3-12), and ends the individual dispatch processing.

[0431] In addition, if the automatic grouping operation unit 174 of the grouping screen 170 is not operated (clicked) ("No" in P3-4), as shown in FIG. Fig.32 As shown, the game control unit 500a determines whether the repeated dispatch count increase operation unit 175a or the repeated dispatch count decrease operation unit 175b on the teaming screen 170 has been operated (clicked) (P3-13).

[0432] When an operation (click) is performed on the repeated dispatch count increase operation unit 175a or the repeated dispatch count decrease operation unit 175b of the grouping screen 170 ("Yes" in P3-13), the game control unit 500a updates the display of the repeated dispatch count display unit 175 according to the repeated dispatch count increase operation unit 175a or the repeated dispatch count decrease operation unit 175b that has been operated (clicked) (P3-14).

[0433] Specifically, when the repeated dispatch count increase operation unit 175a is operated (clicked), the game control unit 500a increases the number of dispatches displayed in the repeated dispatch count display unit 175 by one. Also, when the repeated dispatch count decrease operation unit 175b is operated (clicked), the game control unit 500a decreases the number of dispatches displayed in the repeated dispatch count display unit 175 by one.

[0434] In addition, the game control unit 500a derives the required time based on the number of dispatches displayed in the repeated dispatch number display unit 175 updated in the above step P3-14 (P3-15). Here, for example, when the required time required for one dispatch is 1 hour and 30 minutes, when the number of dispatches is set to 4 times, the game control unit 500a derives 6 hours as the required time.

[0435] Furthermore, the game control unit 500a updates the display of the required time display unit 173b based on the required time derived in the above step P3-15 (P3-16), and ends the individual dispatch processing.

[0436] In addition, when no operation (click) is performed on the repeated dispatch number increasing operation unit 175a or the repeated dispatch number decreasing operation unit 175b of the grouping screen 170 ("No" in P3-13), the game control unit 500a determines whether an operation (click) is performed on the time shortening operation unit 176 of the grouping screen 170 (P3-17).

[0437] When the time shortening operation unit 176 of the teaming screen 170 is operated (clicked) (Yes in P3-17), the game control unit 500a displays the time shortening screen 180 on the display 26 (P3-18), and ends the individual dispatch processing.

[0438] In addition, when no operation (click) is performed on the time shortening operation unit 176 of the time shortening screen 180 ("No" in P3-17), the game control unit 500a determines whether an operation (click) is performed on the shortening times increasing operation unit 181a, the shortening times decreasing operation unit 181b, the shortening times increasing operation unit 182a or the shortening times decreasing operation unit 182b of the time shortening screen 180 (P3-19).

[0439] When an operation (click) is performed on the shortening times increasing operation unit 181a, the shortening times decreasing operation unit 181b, the shortening times increasing operation unit 182a or the shortening times decreasing operation unit 182b of the time shortening screen 180 ("Yes" in P3-19), the game control unit 500a updates the display of the shortening times display unit 181 or the shortening times display unit 182 according to the operation unit that was operated (clicked) (P3-20).

[0440] Specifically, when the shortening count increasing operation unit 181a or the shortening count increasing operation unit 182a is operated (clicked), the game control unit 500a increases the shortening count displayed on the shortening count display unit 181 or the shortening count display unit 182 by one.

[0441] When the shortening count reduction operation unit 181 b or the shortening count reduction operation unit 182 b is operated (clicked), the game control unit 500 a reduces the shortening count displayed on the shortening count display unit 181 or the shortening count display unit 182 by one.

[0442] In addition, the game control unit 500a derives the required time based on the shortening times displayed in the shortening times display unit 181 or the shortening times display unit 182 updated in the above step P3-20 (P3-21). The game control unit 500a derives the required time in such a way that the required time is shortened by 1 hour for each shortening times. For example, when the required time is 6 hours and the total shortening times displayed in the shortening times display unit 181 and the shortening times display unit 182 is 4 times, the game control unit 500a derives the shortening times by 4 hours so that the required time becomes 2 hours.

[0443] Furthermore, the game control unit 500a updates the display of the required time display unit 183 based on the required time derived in the above-mentioned step P3-21 (P3-22), and ends the individual dispatch processing.

[0444] In addition, when no operation (click) is performed on the shortening times increasing operation unit 181a, the shortening times decreasing operation unit 181b, the shortening times increasing operation unit 182a or the shortening times decreasing operation unit 182b of the time shortening screen 180 ("No" in P3-19), the game control unit 500a determines whether an operation (click) is performed on the cancel operation unit 185 of the time shortening screen 180 (P3-23).

[0445] When the cancel operation unit 185 of the time reduction screen 180 is operated (clicked) (YES in P3-17), the game control unit 500a executes a display switching process (P3-24) to end the display of the time reduction screen 180 on the display 26, and ends the individual dispatch process.

[0446] If the cancel operation unit 185 of the time shortening screen 180 has not been operated (clicked) (No in P3-17), the game control unit 500a determines whether the setting operation unit 184 of the time shortening screen 180 has been operated (clicked) (P3-25).

[0447] When the setting operation unit 184 of the time shortening screen 180 is operated (clicked) ("Yes" in P3-25), the game control unit 500a stores the content displayed on the time shortening screen 180 as time shortening information related to the time shortening function in the information storage unit 550 (P3-26). For example, the time shortening information includes the number of time shortening tickets consumed and the number of times a predetermined number of gems are consumed.

[0448] In addition, the game control unit 500a displays the end time reduction screen 180 and displays the grouping screen 170 ( Fig.15 C) Display switching processing (P3-27) displayed on the display 26, and the individual dispatch processing is terminated. At this time, the game control unit 500a displays the required time before shortening (for example, 6 hours), the required time after shortening (for example, 2 hours), and the time shortened relative to the required time before shortening (for example, -4 hours) on the required time display unit 173b of the formation screen 170 according to the content of the time shortening function set as described above.

[0449] In addition, if no operation (click) is performed on the setting operation unit 184 of the time reduction screen 180 ("No" in P3-25), as shown in FIG. Fig.33 As shown, the game control unit 500a determines whether an operation (click) on the cancel operation unit 178 of the grouping screen 170 has been performed (P3-28).

[0450] When the cancel operation unit 178 of the composition screen 170 is operated (clicked) (YES in P3-28), the game control unit 500a executes a display switching process (P3-29) to end the display of the composition screen 170 on the display 26, and ends the individual dispatch process.

[0451] If the cancel operation unit 178 of the composition screen 170 has not been operated (clicked) (No in P3-28), the game control unit 500a determines whether the dispatch operation unit 177 of the composition screen 170 has been operated (clicked) (P3-30).

[0452] When the dispatch operation unit 177 of the grouping screen 170 is operated (clicked) ("Yes" in P3-30), the game control unit 500a determines whether the time shortening function is used, that is, determines whether the time shortening information related to the time shortening function is stored in the above step P3-26 (P3-31).

[0453] When the time shortening function is used (YES in P3 - 31 ), the game control unit 500 a displays the confirmation screen 190 on the display 26 ( P3 - 32 ), and ends the individual dispatch processing.

[0454] If the time shortening function is not used (No in P3-31), the game control unit 500a shifts the processing to step P3-36 described later.

[0455] If the dispatch operation unit 177 of the group screen 170 has not been operated (clicked) (No in P3-30), the game control unit 500a determines whether the cancel operation unit 192 of the confirmation screen 190 has been operated (clicked) (P3-33).

[0456] When the cancel operation unit 192 of the confirmation screen 190 is operated (clicked) (YES in P3-33), the game control unit 500a executes a display switching process (P3-34) to end the display of the confirmation screen 190 on the display 26, and ends the individual dispatch process.

[0457] If the cancel operation unit 192 of the confirmation screen 190 has not been operated (clicked) (No in P3-33), the game control unit 500a determines whether the confirmation operation unit 191 of the confirmation screen 190 has been operated (clicked) (P3-35).

[0458] When an operation (click) is performed on the confirmation operation unit 191 of the confirmation screen 190 (Yes in P3-35), the game control unit 500a shifts the processing to step P3-36 described later.

[0459] If no operation (click) is performed on the confirmation operation unit 191 of the confirmation screen 190 (No in P3-35), the game control unit 500a ends the individual dispatch processing.

[0460] The game control unit 500a sends expedition start information (P3-36) to the server 1000. The expedition start information includes, for example, dispatch destination information related to the dispatch destination, repetition number information related to the number of repetitions, squad formation information related to the type of the own character organized into the squad, whether to use the time shortening function, and time shortening information when the time shortening function is set to be used.

[0461] In addition, the game control unit 500a performs a display switching process (P3-37) of switching the display of the display 26, and ends the individual dispatch process. Specifically, the game control unit 500a displays the expedition start performance screen 200 ( Fig.16 B) The specified time is displayed on the display 26. In addition, when the time reduction function is set, after the display of the expedition start performance screen 200 ends, the time reduction performance screen 210 ( Fig.16 C) The predetermined time is displayed on the display 26. Then, the game control unit 500a displays the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.

[0462] Back to Fig.28 , in the player terminal 1, execute the operation for re-dispatching the screen 260 ( Fig.21 ) or dispatch screen 280 again ( Fig.23 ) in which a re-dispatch process (P4) is performed to re-dispatch a squad of the same formation to the same dispatch destination for a completed (accomplished) expedition game.

[0463] Fig.34 4 is a flowchart for explaining the re-dispatch process (P4) in the player terminal 1. Fig.34 As shown, the game control unit 500a determines whether the re-dispatch screen 260 or the re-dispatch screen 280 is displayed on the display 26 (P4-1).

[0464] When the re-dispatch screen 260 or the re-dispatch screen 280 is not displayed on the display 26 (No in P4 - 1 ), the game control unit 500 a ends the re-dispatch processing.

[0465] In addition, when the re-dispatch screen 260 or the re-dispatch screen 280 is displayed on the display 26 ("Yes" in P4-1), the game control unit 500a determines whether an operation (click) has been performed on the repeated dispatch count increase operation unit 264a, the repeated dispatch count decrease operation unit 264b of the re-dispatch screen 260, the repeated dispatch count increase operation unit 284a, or the repeated dispatch count decrease operation unit 284b of the re-dispatch screen 280 (P4-2).

[0466] When an operation (click) is performed on the repeated dispatch count increasing operation unit 264a, the repeated dispatch count decreasing operation unit 264b, the repeated dispatch count increasing operation unit 284a or the repeated dispatch count decreasing operation unit 284b of the re-dispatch screen 280 ("Yes" in P4-2), the game control unit 500a updates the display of the repeated dispatch count display unit 264 of the re-dispatch screen 260 or the repeated dispatch count display unit 284 of the re-dispatch screen 280 according to the operation unit that was operated (clicked) (P4-3).

[0467] Furthermore, the game control unit 500a derives the required time based on the number of dispatches displayed in the repeated dispatch number display unit 264 of the re-dispatch screen 260 or the repeated dispatch number display unit 284 of the re-dispatch screen 280 updated in step P4-3 (P4-4).

[0468] Furthermore, the game control unit 500a updates the display of the required time in the dispatch destination display unit 261 of the re-dispatch screen 260 or the dispatch destination display unit 281 of the re-dispatch screen 280 based on the required time derived in the above step P4-4 (P4-5), and ends the re-dispatch processing.

[0469] In addition, when no operation (click) is performed on the repeated dispatch count increasing operation unit 264a, the repeated dispatch count decreasing operation unit 264b, the repeated dispatch count increasing operation unit 284a or the repeated dispatch count decreasing operation unit 284b of the re-dispatch screen 280 ("No" in P4-2), the game control unit 500a determines whether an operation (click) is performed on the check box 283 of the re-dispatch screen 280 (P4-6).

[0470] When an operation (click) is performed on the check box 283 of the re-dispatch screen 280 ("Yes" in P4-6), the game control unit 500a executes a display switching process (P4-7) to switch whether to display the check mark in the operated (clicked) check box 283, and ends the re-dispatch process.

[0471] Furthermore, the game control unit 500a determines whether an operation (click) has been performed on the cancel operation unit 265 of the re-dispatch screen 260 or the cancel operation unit 285 of the re-dispatch screen 280 (P4-8).

[0472] When an operation (click) is performed on the cancel operation unit 265 of the re-dispatch screen 260 or the cancel operation unit 285 of the re-dispatch screen 280 ("Yes" in P4-8), the game control unit 500a executes a display switching process (P4-9) to end the display of the re-dispatch screen 260 or the re-dispatch screen 280 in the display 26, and ends the re-dispatch process.

[0473] Furthermore, the game control unit 500a determines whether the dispatch operation unit 266 of the re-dispatch screen 260 or the dispatch operation unit 286 of the re-dispatch screen 280 has been clicked (P4-10).

[0474] When the dispatch operation unit 266 or the dispatch operation unit 286 is clicked (YES in P4-10), the game control unit 500a transmits expedition start information to the server 1000 (P4-11).

[0475] In addition, the game control unit 500a performs a display switching process (P4-12) of switching the display of the display 26, and ends the re-dispatching process. In the display switching process, specifically, the game control unit 500a switches the expedition start performance screen 200 ( Fig.16 B) Displaying the specified time on the display 26.

[0476] Back to Fig.28 In the player terminal 1, a joint expedition process for using the joint expedition function is executed (P5). Fig.35 This is a first flowchart for explaining the joint expedition process (P5) in the player terminal 1. Fig.36 This is a second flowchart for explaining the joint expedition process (P5) in the player terminal 1. Fig.37 3 is a flowchart for explaining the joint expedition process (P5) in the player terminal 1. Fig.35 As shown, the game control unit 500a determines whether the expedition home screen 90 ( Figure 7 A) Operation (click) of the joint expedition selection operation unit 93 (P5-1).

[0477] When the joint expedition selection operation unit 93 is operated (clicked) ("Yes" in P5-1), the game control unit 500a displays the joint expedition screen 290 ( Fig.24 A) is displayed on the display 26, and the combined expedition process is terminated.

[0478] If the joint expedition selection operation unit 93 has not been operated (clicked) (No in P5-1), the game control unit 500a determines whether the manual grouping operation unit 292 of the joint expedition screen 290 has been operated (P5-3).

[0479] When the manual teaming operation unit 292 of the joint expedition screen 290 is operated (Yes in P5-3), the game control unit 500a displays a manual teaming screen (not shown) on the display 26 (P5-4), and ends the joint expedition process.

[0480] If the manual teaming operation unit 292 of the joint expedition screen 290 has not been operated (No in P5-3), the game control unit 500a determines whether the completion operation in the manual teaming screen (not shown) has been performed (P5-5).

[0481] When the completion operation in the manual marshaling screen (not shown) described above is performed (Yes in P5-5), the game control unit 500a shifts the process to step P5-9 described later.

[0482] If the completion operation in the manual teaming screen (not shown) is not performed (No in P5-5), the game control unit 500a determines whether the automatic teaming operation unit 293 in the joint expedition screen 290 is operated (clicked) (P5-6).

[0483] When the automatic teaming operation unit 293 of the joint expedition screen 290 is operated (clicked) (Yes in P5-6), the game control unit 500a checks the setting information related to the automatic teaming function stored in the information storage unit 550 (P5-7).

[0484] In addition, the game control unit 500a executes automatic grouping processing (P5-8), in which the automatic grouping process (P5-8) is based on the setting information related to the automatic grouping function confirmed in the above step P5-7, and uses the automatic grouping function of the category set by the player (the first automatic grouping function or the second automatic grouping function) to automatically perform team grouping.

[0485] Furthermore, the game control unit 500a updates the display of the special release item object display unit 294 of the combined expedition screen 290 according to the manual team formation by the player or the team formation automatically formed by using the automatic team formation function (P5-9).

[0486] In addition, the game control unit 500a derives the combat effectiveness of the formed squad based on the manual squad formation by the player or the squad formation automatically formed by using the automatic formation function (P5-10).

[0487] In addition, the game control unit 500a derives the shortened required time based on the combat effectiveness of the squad derived in the above step P5-10 (P5-11). Here, the higher the combat effectiveness of the formed squad, the greater the shortened required time value.

[0488] Furthermore, the game control unit 500a updates the required time displayed on the dispatch destination display unit 291 of the joint expedition screen 290 based on the shortened required time derived in the above step P5-11 (P5-12), and ends the joint expedition process.

[0489] In addition, if the automatic grouping operation unit 293 of the joint expedition screen 290 is not operated (clicked) ("No" in P5-6), Fig.36 As shown, the game control unit 500a determines whether the repeated dispatch count increase operation unit 295a or the repeated dispatch count decrease operation unit 295b of the joint expedition screen 290 has been operated (clicked) (P5-13).

[0490] When an operation (click) is performed on the repeated dispatch count increasing operation unit 295a or the repeated dispatch count decreasing operation unit 295b of the joint expedition screen 290 ("Yes" in P5-13), the game control unit 500a updates the display of the repeated dispatch count display unit 295 according to the repeated dispatch count increasing operation unit 295a or the repeated dispatch count decreasing operation unit 295b of the joint expedition screen 290 that has been operated (clicked) (P5-14).

[0491] Furthermore, the game control unit 500a derives the required time based on the number of dispatches displayed in the repeated dispatch number display unit 295 updated in the above step P5-14 (P5-15).

[0492] Furthermore, the game control unit 500a updates the display of the required time on the dispatch destination display unit 291 of the joint expedition screen 290 based on the required time derived in the above step P5-15 (P5-16), and ends the joint expedition process.

[0493] In addition, when no operation (click) is performed on the repeated dispatch increase number operation unit 295a or the repeated dispatch decrease number operation unit 295b on the joint expedition screen 290 ("No" in P5-13), the game control unit 500a determines whether an operation (click) is performed on the time shortening operation unit 296 on the joint expedition screen 290 (P5-17).

[0494] When the time reduction operation unit 296 is operated (clicked) (Yes in P5-17), the game control unit 500a displays a time reduction screen (not shown) for the joint expedition on the display 26 (P5-18), and ends the joint expedition process.

[0495] The game control unit 500a determines whether or not the completion operation in the time reduction screen (not shown) for the aforementioned combined expedition has been performed (P5-19).

[0496] When the completion operation on the time shortening screen (not shown) for the aforementioned joint expedition is performed (Yes in P5-19), the game control unit 500a derives the required time based on the use of the set time shortening function (P5-20).

[0497] The game control unit 500a derives the required time in such a way that the required time is shortened by 1 hour for each shortening. For example, when the required time is 6 hours and the total shortening times displayed in the shortening times display unit 181 and the shortening times display unit 182 is 4, the game control unit 500a derives that the required time is shortened by 4 hours, so that the required time becomes 2 hours.

[0498] Furthermore, the game control unit 500a updates the display of the required time on the dispatch destination display unit 291 of the joint expedition screen 290 based on the required time derived in the above step P5-20 (P5-21), and ends the joint expedition process.

[0499] If the completion operation in the not-shown time reduction screen for the joint expedition is not performed (No in P5-19), the game control unit 500a determines whether an operation (click) on the check box 299 of the joint expedition screen 290 is performed (P5-22).

[0500] When an operation (click) is performed on the check box 299 of the expedition together screen 290 ("Yes" in P5-22), the game control unit 500a executes a display switching process (P5-23) to switch whether to display the check mark in the check box 299 of the expedition together screen 290 that has been operated (clicked), and ends the expedition together process.

[0501] In addition, if the check box 299 of the expedition together screen 290 is not operated (clicked) ("No" in P5-22), Fig.37 As shown, the game control unit 500a determines whether an operation (click) on the cancel operation unit 306 of the joint expedition screen 290 has been performed (P5-24).

[0502] When the cancel operation unit 306 of the joint expedition screen 290 is operated (clicked) ("Yes" in P5-24), the game control unit 500a executes a display switching process (P5-25) to end the display of the joint expedition screen 290 in the display 26, and ends the joint expedition process.

[0503] In addition, when the cancel operation unit 306 of the joint expedition screen 290 has not been operated (clicked) (No in P5-24), the game control unit 500a determines whether the joint expedition operation unit 307 of the joint expedition screen 290 has been operated (clicked) (P5-26).

[0504] When the joint expedition operation unit 307 of the joint expedition screen 290 is operated (clicked) ("Yes" in P5-26), the game control unit 500a transmits expedition start information (P5-27) to the server 1000. The expedition start information includes, for example, dispatch destination information related to each dispatch destination, repetition number information related to the repetition number of each dispatch destination, team formation information related to the type of the own character grouped into the team of each dispatch destination, whether to use the time shortening function related to each dispatch destination, and time shortening information when the time shortening function is set to be used for each dispatch destination.

[0505] In addition, the game control unit 500a performs a display switching process (P5-28) of switching the display of the display 26, and ends the joint expedition process. In the display switching process, specifically, the game control unit 500a displays the expedition start performance screen 200 ( Fig.16 B) The specified time is displayed on the display 26. In addition, when the time reduction function is set, after the display of the expedition start performance screen 200 ends, the time reduction performance screen 210 ( Fig.16 C) The predetermined time is displayed on the display 26. Then, the game control unit 500a displays the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.

[0506] Back to Fig.28 , in the player terminal 1, a withdrawal process for using the withdrawal function is executed (P6). Fig.381 is a flowchart for explaining the withdrawal process (P6) in the player terminal 1. Fig.38 As shown, the game control unit 500a determines whether the dispatch destination selection screen 100 ( Fig.17 A) Operation (click) of the retreat operation unit 105 (P6-1).

[0507] When the evacuation operation unit 105 of the dispatch destination selection screen 100 is operated (clicked) (Yes in P6-1), the game control unit 500a displays the evacuation confirmation screen 230 on the display 26 (P6-2), and ends the evacuation process.

[0508] If the evacuation operation unit 105 of the dispatch destination selection screen 100 has not been operated (clicked) (No in P6-1), the game control unit 500a determines whether the cancel operation unit 231 of the evacuation confirmation screen 230 has been operated (clicked) (P6-3).

[0509] When the cancel operation unit 231 of the retreat confirmation screen 230 is operated (clicked) (Yes in P6-3), the game control unit 500a executes a display switching process for ending the display of the retreat confirmation screen 230 on the display 26 (P6-4), and ends the retreat process.

[0510] If the cancel operation unit 231 of the retreat confirmation screen 230 has not been operated (clicked) (No in P6-3), the game control unit 500a determines whether the confirmation operation unit 232 of the retreat confirmation screen 230 has been operated (clicked) (P6-5).

[0511] When the confirmation operation unit 232 of the evacuation confirmation screen 230 is operated (clicked) (Yes in P6-5), the game control unit 500a transmits evacuation information to the server 1000 (P6-7). The evacuation information includes, for example, dispatch destination information related to the dispatch destination to be evacuated.

[0512] Furthermore, the game control unit 500a displays the expedition retreat screen 240 on the display 26 (P6-7), and ends the retreat process.

[0513] If the confirmation operation unit 232 of the retreat confirmation screen 230 has not been operated (clicked) (No in P6-5), the game control unit 500a determines whether the close operation unit 241 of the expedition retreat screen 240 has been operated (clicked) (P6-8).

[0514] When the close operation unit 241 of the expedition retreat screen 240 is operated (clicked) (YES in P6-8), the game control unit 500a executes a display switching process for ending the display of the expedition retreat screen 240 (P6-9), and ends the retreat process.

[0515] If the close operation unit 241 of the expedition retreat screen 240 has not been operated (clicked) (No in P6-8), the game control unit 500a ends the retreat process.

[0516] Back to Fig.28 In the player terminal 1, after the expedition game starts, an expedition post-start time shortening process (P7) for using the time shortening function is executed. Fig.39 1 is a flowchart for explaining the time reduction process (P7) after the expedition starts in the player terminal 1. Fig.39 As shown, the game control unit 500a determines whether the dispatch destination selection screen 100 ( Fig.17 A) Operation (click) of the time reduction operation unit 104 (P7-1).

[0517] When the time reduction operation unit 104 of the dispatch destination selection screen 100 is operated (clicked) (YES in P7-1), the game control unit 500a displays the time reduction screen 180 ( Fig.17 B) is displayed on the display 26 (P7-2), and the time reduction process after the start of the expedition is completed.

[0518] If the time reduction operation unit 104 of the dispatch destination selection screen 100 has not been operated (clicked) (No in P7-1), the game control unit 500a determines whether the time reduction operation unit 104 of the dispatch destination selection screen 100 has been operated (clicked) or not. Fig.17 B) operation (click) of the shortening count increasing operation unit 181a, the shortening count decreasing operation unit 181b, the shortening count increasing operation unit 182a or the shortening count decreasing operation unit 182b (P7-3).

[0519] After the time is shortened, the screen 180 ( Fig.17 When the number of times of shortening increase operation unit 181a, number of times of shortening decrease operation unit 181b, number of times of shortening increase operation unit 182a or number of times of shortening decrease operation unit 182b of the time shortening screen 180 (B) is operated (clicked) ("Yes" in P7-3), the game control unit 500a performs an operation according to the time shortening screen 180 ( Fig.17B) updates the display of the shortening number display unit 181 or the shortening number display unit 182 by operating (clicking) the shortening number increasing operation unit 181a, the shortening number decreasing operation unit 181b, the shortening number increasing operation unit 182a or the shortening number decreasing operation unit 182b (P7-4).

[0520] In addition, the game control unit 500a performs the following operation based on the time reduction screen 180 ( Fig.17 B) The required time is derived based on the shortening times displayed in the shortening times display unit 181 or the shortening times display unit 182 updated in the above step P7-4 (P7-5).

[0521] In addition, the game control unit 500a performs a time reduction screen 180 ( Fig.17 B) The display of the required time display unit 183 is updated (P7-6), and the time reduction process after the start of the expedition is completed.

[0522] In addition, when the time reduction screen 180 ( Fig.17 When the number of shortening increases the operation unit 181a, the number of shortening decreases the operation unit 181b, the number of shortening increases the operation unit 182a, or the number of shortening decreases the operation unit 182b on the time shortening screen 180 (P7-3 "No") is operated (clicked) (P7-3 "No"), the game control unit 500a determines whether the time shortening screen 180 ( Fig.17 B) Operation (click) of the shortening operation unit 184a (P7-7).

[0523] After the time is shortened, the screen 180 ( Fig.17 When the shortening operation unit 184a of step B is operated (clicked) (YES in P7-7), the game control unit 500a displays the confirmation screen 220 on the display 26 (P7-8), and ends the process of shortening the time after the start of the expedition.

[0524] In addition, when the time reduction screen 180 ( Fig.17 When the shortening operation unit 184a of the time shortening screen 180 (B) is operated (clicked) (No in P7-7), the game control unit 500a determines whether the time shortening screen 180 ( Fig.17 B) of the cancel operation unit 185 or the confirmation screen 220 ( Fig.18 A) cancel operation (click) of the operation unit 222 (P7-9).

[0525] After the time is shortened, the screen 180 ( Fig.17 B) of the cancel operation unit 185 or the confirmation screen 220 ( Fig.18A) is operated (clicked) on the cancel operation unit 222 ("Yes" in P7-9), the game control unit 500a executes the display switching process of ending the display of the time shortening screen 180 or the confirmation screen 220 (P7-10), and ends the time shortening process after the start of the expedition.

[0526] In addition, when the time reduction screen 180 ( Fig.17 B) of the cancel operation unit 185 or the confirmation screen 220 ( Fig.18 When the cancel operation unit 222 of A) is operated (clicked) (No in P7-9), the game control unit 500a determines whether the confirmation screen 220 ( Fig.18 A) Operation (click) of the shortening operation unit 221 (P7-11).

[0527] After the confirmation screen 220 ( Fig.18 When the shortening operation unit 221 of A) is operated (clicked) ("Yes" in P7-11), the game control unit 500a transmits the expedition start time shortening information to the server 1000 (P7-12). The expedition start time shortening information includes, for example, the dispatch destination information related to the dispatch destination, and the time shortening information including the number of time shortening tickets consumed and the number of times a predetermined number of gems are consumed.

[0528] Furthermore, the game control unit 500a executes a display switching process (P7-13) for ending the display of the confirmation screen 220 on the display 26, and ends the post-expedition start time reduction process.

[0529] Back to Fig.28 In the server 1000, an expedition game progress process (S2) for managing the progress of the expedition game is executed. Fig.40 1 is a flowchart for explaining the expedition game progress processing (S2) in the server 1000. Fig.40 As shown, the game control unit 1500a of the server 1000 subtracts the timer value of the expedition timer for counting the time until the expedition game being executed is completed (reached) (S2-1).

[0530] Furthermore, the game control unit 1500a of the server 1000 determines whether expedition start information has been received from the player terminal 1 (S2-2).

[0531] When the expedition start information is received (Yes in S2-2), the game control unit 1500a of the server 1000 executes an expedition game start process for starting the progress of the expedition game based on the received expedition start information (S2-3).

[0532] Specifically, for example, the game control unit 1500a of the server 1000 derives the required time corresponding to each dispatch destination specified according to the expedition start information, and sets it to the expedition timer. That is, the required time corresponding to the dispatch destination is derived based on the combat power of the squad set for the dispatch destination and the required combat power set for the dispatch destination. In addition, in the case where multiple dispatch destinations are specified according to the expedition start information, the game control unit 1500a of the server 1000 sets the expedition timer for each of the multiple dispatch destinations specified. In addition, in the case where multiple repetitions are specified for the dispatch destination according to the repetition number information included in the expedition start information, the game control unit 1500a of the server 1000 stores the repetition number information in correspondence with the dispatch destination in the information storage unit 1550 of the server 1000. In addition, the game control unit 1500a of the server 1000 subtracts the repetition number set in the repetition number information every time the expedition game related to the dispatch destination ends.

[0533] In addition, the game control unit 1500a of the server 1000 executes a time reduction process (S2-4), and transfers the process to step S2-7 described later. Specifically, when the dispatch destination that started the progress of the expedition game in step S2-3 above specifies the use of the time reduction function, the game control unit 1500a of the server 1000 reduces the timer value of the expedition timer corresponding to the dispatch destination based on the time reduction information included in the expedition start information. In addition, when the time reduction ticket is used, the process of consuming the number of time reduction tickets used is performed.

[0534] If the expedition start information has not been received (No in S2-2), the game control unit 1500a of the server 1000 determines whether expedition start time reduction information has been received from the player terminal 1 (S2-5).

[0535] When the expedition start time shortening information is received from the player terminal 1 (Yes in S2-5), the game control unit 1500a of the server 1000 executes the time shortening process (S2-6). Specifically, the game control unit 1500a of the server 1000 shortens the timer value of the expedition timer corresponding to the dispatch destination specified based on the dispatch destination information included in the expedition start time shortening information based on the time shortening information included in the received expedition start time shortening information.

[0536] In addition, the game control unit 1500a of the server 1000 determines whether there is an expedition game for which a predetermined end condition is satisfied (S2-7). Specifically, the game control unit 1500a of the server 1000 determines whether there is an expedition timer whose timer value becomes 0 as a result of the subtraction operation in the above step S2-1 or the time reduction processing in the above step S2-4 or the above step S2-6.

[0537] In the case of an expedition game for which a predetermined end condition is satisfied ("Yes" in S2-7), the game control unit 1500a of the server 1000 sets the expedition completion information corresponding to the expedition game for which the end condition is satisfied so that the player terminal 1 can obtain it (S2-8). In addition, the expedition completion information includes the following information: dispatch destination information related to the dispatch destination of the expedition game completed (achieved) by the end condition being satisfied; final expedition information indicating whether it is the last expedition game of the specified number of repetitions when multiple repetitions are specified for the dispatch destination; and team formation information related to the type of the own character formed into the team to be dispatched to the dispatch destination, etc.

[0538] Furthermore, the game control unit 1500a of the server 1000 determines whether or not repetition count information is stored for the dispatch destination for which the end condition is satisfied in the above step S2-7 (S2-9).

[0539] When the number of repetitions information is stored for the dispatch destination for which the termination condition is satisfied in the above step S2-7 ("Yes" in S2-9), the game control unit 1500a of the server 1000 executes an expedition game start process (S2-10) for starting the progress of the expedition game for the dispatch destination, and ends the expedition game progress process. At this time, as described above, the game control unit 1500a of the server 1000 subtracts the number of repetitions set in the number of repetitions information as the progress of the expedition game related to the dispatch destination starts.

[0540] If no repetition count information is stored for the dispatch destination for which the termination condition is satisfied in step S2-7 (No in step S2-9), the game control unit 1500a of the server 1000 terminates the expedition game progress process.

[0541] If there is no expedition game for which a predetermined end condition is satisfied (No in S2-7), the game control unit 1500a of the server 1000 determines whether retreat information is received from the player terminal 1 (S2-11).

[0542] When the withdrawal information is received from the player terminal 1 ("Yes" in S2-11), the game control unit 1500a of the server 1000 executes a withdrawal process for terminating the expedition game being executed, and ends the expedition game progress process. Specifically, the game control unit 1500a of the server 1000 discards the expedition timer corresponding to the dispatch destination specified by the dispatch destination information included in the withdrawal information. As a result, the expedition game being executed is terminated.

[0543] If no withdrawal information is received from the player terminal 1 (No in S2 - 11 ), the game control unit 1500 a of the server 1000 ends the expedition game progress process.

[0544] Back to Fig.28 In the server 1000, a reward management process (S3) is executed for determining the content of the reward to be given to the player in response to the fact that the expedition game has been completed (achieved). Fig.41 1 is a flowchart for explaining the remuneration management process (S3) in the server 1000. Fig.41 As shown, the game control unit 1500a of the server 1000 determines whether reward request information is received from the player terminal 1 (S3-1).

[0545] When receiving reward request information from the player terminal 1 (Yes in S3 - 1 ), the game control unit 1500 a of the server 1000 checks the team information included in the reward request information ( S3 - 2 ).

[0546] The game control unit 1500a of the server 1000 confirms the friendly character set as the target of releasing the special item based on the formation information confirmed in the above step S3-2 (S3-3).

[0547] The game control unit 1500a of the server 1000 performs a special item drawing process (S3-4). Specifically, the game control unit 1500a of the server 1000 determines by drawing based on a predetermined drawing table whether to grant special items corresponding to the own characters set as special item release objects confirmed in the above step S3-3.

[0548] The game control unit 1500a of the server 1000 executes a special equipment item lottery process (S3-5). Specifically, the game control unit 1500a of the server 1000 determines whether to give a special equipment item by lottery based on a predetermined lottery table set in advance.

[0549] The game control unit 1500a of the server 1000 executes a normal item lottery process (S3-6). Specifically, the game control unit 1500a of the server 1000 determines whether to give a normal item by lottery based on a predetermined lottery table set in advance.

[0550] The game control unit 1500a of the server 1000 determines whether the processes from step S3-2 to step S3-6 are completed for all the dispatch destinations (processing targets) specified by the dispatch destination information included in the received reward request information (S3-7).

[0551] When the processing for all the processing objects has not been completed (No in S3-7), the game control unit 1500a of the server 1000 executes the processing of the above-mentioned steps S3-2 to S3-6 for the processing objects for which the processing has not been completed.

[0552] In addition, when the processing for all processing objects is completed ("Yes" in S3-7), the game control unit 1500a of the server 1000 sets the reward determination information including at least the execution results of each drawing process of the above-mentioned steps S3-4 to S3-6 so that the player terminal 1 can obtain it (S3-8), and ends the reward management process.

[0553] Back to Fig.28 In the player terminal 1, an expedition completion process (P8) is executed for obtaining a reward for the expedition game completed (achieved) after the required time has passed. In addition, in the expedition completion process (P8), the execution of the expedition completion notification is managed.

[0554] Fig.42 1 is a flowchart for explaining the expedition completion process (P8) in the player terminal 1. Fig.42 As shown, the game control unit 500a determines whether or not expedition completion information set in the server 1000 is newly acquired (P8-1).

[0555] When newly acquiring expedition completion information set in the server 1000 (Yes in P8-1), the game control unit 500a stores the acquired expedition completion information in the information storage unit 550 (P8-2).

[0556] Furthermore, the game control unit 500a checks the setting information regarding the execution timing of the expedition completion notification stored in the information storage unit 550 (P8-3).

[0557] The game control unit 500a determines whether it is the notification timing of the expedition game corresponding to the expedition completion information stored in the above step P8-2 based on the setting information on the execution timing of the expedition completion notification confirmed in the above step P8-3 (P8-4).

[0558] Specifically, when the first execution trigger is set as the execution trigger of the expedition completion notification, the game control unit 500a determines that it is the notification timing of the expedition game.

[0559] Furthermore, when the second execution trigger is set as the execution trigger of the expedition completion notification, if the expedition completion information includes final expedition information indicating that it is the last expedition game of the designated number of repetitions, the game control unit 500a determines that it is the notification timing of the expedition game.

[0560] When it is determined that it is the notification timing ("Yes" in P8-4), the game control unit 500a sends the message M( Fig. 9 A) Display the message M as an expedition completion notification on the upper part of the display 26 (P8-5), and end the expedition completion process. In addition, as described above, the screen displaying the message M is not limited to the home screen 40, and the game control unit 500a displays the message M on the upper part of the display 26 regardless of the type of screen being displayed while the game application is in the activated state.

[0561] If no new expedition completion information set in the server 1000 is obtained (No in P8-1), the game control unit 500a determines whether the dispatch destination selection screen 100 ( Fig. 20 A) result confirmation operation unit 107 (P8-6).

[0562] After operating (clicking) the dispatch destination selection screen 100 ( Fig. 20 When the result of A) is confirmed by the operation unit 107 (YES in P8-6), the game control unit 500a shifts the process to P8-8 described later.

[0563] In addition, when the dispatch destination selection screen 100 ( Fig. 20 When the result of A) is confirmed on the operation unit 107 (No in P8-6), the game control unit 500a determines whether the expedition home screen 90 ( Fig. 22 A) centralized expedition completion operation unit 94 (P8-7).

[0564] After operating (clicking) the expedition home screen 90 ( Fig. 22When the concentrated expedition operation unit 94 of A) is completed (YES in P8-7), the game control unit 500a shifts the processing to step P8-7 described later.

[0565] The game control unit 500a sends reward request information (P8-8) to the server 1000, and ends the expedition completion process. In addition, when the result confirmation operation unit 107 is operated, the reward request information includes the dispatch destination information related to the dispatch destination corresponding to the result confirmation operation unit 107, the formation information set for the dispatch destination, etc. In addition, when the centralized expedition completion operation unit 94 is operated, the reward request information includes the dispatch destination information related to each dispatch destination for which the collection of rewards has not yet been completed, the formation information set for each dispatch destination, etc.

[0566] In addition, if there is no operation (click) on the expedition home page 90 ( Fig. 22 When the concentrated expedition operation unit 94 of A) is completed (No in P8-7), the game control unit 500a determines whether the reward determination information set in the server 1000 is newly acquired (P8-9).

[0567] When the reward determination information set in the server 1000 is newly acquired ("Yes" in P8-9), the game control unit 500a executes a reward collection process (P8-10) to store the acquired reward determination information in the information storage unit 550 and obtain the reward.

[0568] In addition, the game control unit 500a displays the expedition completion screen 250 ( Fig. 20 B) or the concentrated expedition completion screen 270 ( Fig. 22 B) Display on the display 26 (P8-11), and end the expedition completion process. Specifically, the game control unit 500a displays the list of rewards obtained in the above step P8-10 on the expedition completion screen 250 or the centralized expedition completion screen 270.

[0569] Furthermore, the game control unit 500a determines whether the non-re-dispatch operation unit 251 of the expedition completion screen 250 or the non-re-dispatch operation unit 271 of the concentrated expedition completion screen 270 has been operated (clicked) (P8-12).

[0570] When the non-re-dispatch operation unit 251 of the expedition completion screen 250 or the non-re-dispatch operation unit 271 of the concentrated expedition completion screen 270 is operated (clicked) ("No" in P8-12), the game control unit 500a executes a display switching process (P8-13) to make the expedition completion screen 250 or the non-re-dispatch operation unit 251 non-displayed, and ends the expedition completion process.

[0571] In addition, when the non-re-dispatch operation unit 251 of the expedition completion screen 250 or the non-re-dispatch operation unit 271 of the concentrated expedition completion screen 270 is not operated (clicked) ("No" in P8-12), the game control unit 500a determines whether the re-dispatch operation unit 252 of the expedition completion screen 250 or the re-dispatch operation unit 272 of the concentrated expedition completion screen 270 is operated (clicked) (P8-14).

[0572] When the re-dispatch operation unit 252 of the expedition completion screen 250 or the re-dispatch operation unit 272 of the concentrated expedition completion screen 270 is operated ("Yes" in P8-14), the game control unit 500a displays the re-dispatch screen 260 ( Fig.21 ) or dispatch screen 280 again ( Fig.23 ) is displayed on the display 26, and the expedition is completed.

[0573] If the re-dispatch operation unit 252 of the expedition completion screen 250 or the re-dispatch operation unit 272 of the concentrated expedition completion screen 270 is not operated (clicked) (No in P8-14), the game control unit 500a ends the expedition completion process.

[0574] In the above, one embodiment of the present invention is described with reference to the accompanying drawings, but it is self-evident that the present invention is not limited to the above embodiment. A person skilled in the art can clearly think of various modifications or amendments within the scope of the claims, and can understand that these modifications or amendments also belong to the technical scope of the present invention.

[0575] The gameplay and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may cause a computer (in the embodiment, either or both of the player terminal 1 and the server 1000) to execute the following processing.

[0576] (Processing performed by a computer)

[0577] The following processing: For specific content (in the embodiment, as an example, an expedition game) that does not require player operation and game startup during the progress of the game but makes the game progress according to the passage of time, the number of executions selected by the player from a specified number of times of 1 and 2 or more is set (in the embodiment, as an example, steps P3, P4, P5).

[0578] The following process is to progress specific content (an expedition game as an example in the embodiment) based on the set execution count (S2 as an example in the embodiment).

[0579] The following processing: setting an execution opportunity (in the embodiment, as an example, P2) for notifying (in the embodiment, as an example, message M) that progress of specific content (in the embodiment, as an example, expedition game) has ended based on the player's operation.

[0580] The following processing: a notification (in the embodiment, as an example, a message M) is executed based on the set execution opportunity (in the embodiment, as an example, P8).

[0581] In the process of setting the execution opportunity of the notification (in the embodiment, as an example, P2), the situation in which the progress of a specific content (in the embodiment, as an example, an expedition game) with a set number of executions is completely completed can be set as the execution opportunity (in the embodiment, as an example, the second execution opportunity).

[0582] In the processing (in the implementation method, as an example, P8) of the execution notification (in the implementation method, as an example, message M), when the set number of executions is 1, the notification is executed based on the completion of the progress of 1 specific content (in the implementation method, as an example, an expedition game), and when the set number of executions is multiple times, the notification is executed based on the completion of the progress of multiple specific contents (in the implementation method, as an example, an expedition game).

[0583] In the processing (in the embodiment, as an example, P8) of executing a notification (in the embodiment, as an example, a message M), when the set number of executions is multiple, the notification is not executed when the progress of a specific content (in the embodiment, as an example, an expedition game) is completed when the number of executions is less than the number of executions.

[0584] The following processing: setting formation information (in the embodiment, as an example, the formation of a squad) for specific content (in the embodiment, as an example, an expedition game) based on the player's operation (in the embodiment, as an example, steps P3, P4, P5), wherein the specific content is required to set formation information (in the embodiment, as an example, the formation of a squad) including more than one game medium (in the embodiment, as an example, one's own character) and the prescribed parameter (in the embodiment, as an example, combat power) calculated based on the game medium satisfies the minimum condition (in the embodiment, as an example, the minimum condition for the combat power of the squad), and the more the prescribed parameter (in the embodiment, as an example, combat power) exceeds the minimum condition (in the embodiment, as an example, the minimum condition for the combat power of the squad), the higher the advantage.

[0585] The following process is to progress specific content (an expedition game as an example in the embodiment) based on the set grouping information (S2 as an example in the embodiment).

[0586] The following processing: based on the automatic grouping function selected by the player from among the first automatic grouping function and the second automatic grouping function which are automatic grouping functions for automatically generating grouping information (in the embodiment, as an example, the grouping of the squad), grouping information is generated (in the embodiment, as an example, steps P3, P4, and P5), wherein the first automatic grouping function gives priority to minimally satisfying the minimum condition (in the embodiment, as an example, the minimum condition for the squad's combat effectiveness), and the second automatic grouping function gives priority to satisfying the minimum condition (in the embodiment, as an example, the minimum condition for the squad's combat effectiveness) and improving the degree of advantage (the squad's combat effectiveness exceeds the required combat effectiveness to shorten the time required to reach the dispatch destination).

[0587] In the process (S2 in the embodiment, as an example) of advancing specific content (in the embodiment, as an example, an expedition game), the specific content (in the embodiment, as an example, an expedition game) is advanced without requiring player operation or game startup during the progress of the game.

[0588] The following processing: when the set formation information (in the embodiment, as an example, the formation of the squad) satisfies the minimum condition (in the embodiment, as an example, the minimum condition of the squad's combat effectiveness), the specific content (in the embodiment, as an example, an expedition game) is allowed to progress; when the set formation information (in the embodiment, as an example, the formation of the squad) does not satisfy the minimum condition (in the embodiment, as an example, the minimum condition of the squad's combat effectiveness), the specific content (in the embodiment, as an example, an expedition game) is not allowed to progress (in the embodiment, as an example, steps P3, P4, P5).

[0589] In the process (S2 in the embodiment, as an example) of progressing specific content (in the embodiment, as an example, an expedition game), the time until the progress of the specific content (in the embodiment, as an example, an expedition game) is shortened according to the extent to which a specified parameter (in the embodiment, as an example, combat power) exceeds a minimum condition (in the embodiment, as an example, the minimum condition for the combat power of a squad).

[0590] Furthermore, in the above-mentioned embodiment, the advantage of the player is improved by shortening the required time as the combat effectiveness of the squad dispatched to the dispatch destination is higher, but the present invention is not limited thereto. For example, it may be set so that when the combat effectiveness of the squad dispatched to the dispatch destination exceeds the required combat effectiveness, the reward obtained by the player is increased. In addition, for example, it may be set so that the reward obtained by the player is increased according to the degree to which the combat effectiveness of the squad dispatched to the dispatch destination exceeds the required combat effectiveness. In addition, it is also possible to implement both shortening the required time and increasing the reward in accordance with the combat effectiveness of the squad. Alternatively, it is also possible to implement either shortening the required time or increasing the reward in accordance with the combat effectiveness of the squad.

[0591] In addition, an upper limit may be set for the number of teams that can be dispatched to the dispatch destination in the same period. For example, if the total number of teams corresponding to expedition games that have not yet completed the collection of rewards and the number of teams corresponding to the expedition games that are being executed reaches a preset upper limit, a new team cannot be dispatched. In this case, a new team can be dispatched by using the retreat function or completing the collection of rewards.

[0592] In the above embodiment, it is shown that the time required for the expedition game can be shortened by consuming the time shortening ticket, but it is also possible to use the time shortening ticket for the battle game. For example, if the player can select the main line stage selection screen 74 ( Figure 5 B) to set whether to use the time shortening ticket and the number of tickets to use. In this case, when one time shortening ticket is used, the execution of one battle game is omitted (skipped). Specifically, it can also be set that when the main line stage selection screen 74 ( Figure 5 B) When using the time reduction ticket, the squad selection screen 77 ( Figure 5 C) Battle game screen 80 ( Figure 6 A), first result screen 83 ( Figure 6 B) is omitted (shortened), and the second result screen 85 ( Figure 6 C) is displayed on the display 26.

[0593] In addition, regarding the game application, for example, it can also be set to use the notification mechanism provided by the operating system (OS) of the smartphone (for example, Notification API: notification application programming interface) to push notifications, so that a message M stating "Expedition completed" is displayed on the notification screen of the smartphone.

[0594] Specifically, it can be set that the player can arbitrarily set the execution trigger of the push notification in the same way as the setting of the execution trigger of the expedition completion notification in the above-mentioned embodiment. That is, as the execution trigger of the push notification, the player can arbitrarily set any of the following execution triggers: completing one expedition game regardless of the designated number of dispatches as the execution trigger of the expedition completion notification (first execution trigger); and completing all expedition games for the designated number of dispatches as the execution trigger of the expedition completion notification (second execution trigger).

[0595] In addition, in the above embodiment, as an example of a game, a case of providing an expedition game in which a player sends a group of his own characters to a desired destination is shown, but the specific content and game type of the game are not limited to the above embodiment. For example, as a game type, it can be applied to all game types such as role-playing games (Roll Playing Games), shooting games, puzzle games, rhythm games, etc.

[0596] For example, in the case of a role-playing game, the prescribed level of the battle game with the prescribed enemy character set in the role-playing game is equivalent to the above-mentioned expedition game. In this case, a minimum condition (the minimum combat power of the team) is set in order to challenge the prescribed level, and the more the combat power of the player's team exceeds the minimum combat power, the more the player's advantage in the prescribed level is improved. In addition, as a specific method for improving the advantage, it can also be set as an improvement in the ability of the own character, a weakening of the enemy character, or an increase in the reward when the level is reached.

[0597] In addition, the information processing program for executing the processing in the above-mentioned embodiments and various modified examples can also be stored in a non-transient storage medium that can be read by a computer and provided as a storage medium. In addition, a game terminal device including the storage medium can also be provided. In addition, the above-mentioned embodiments and various modified examples can also be set as an information processing method for realizing each function and the steps shown in the flowchart.

[0598] Description of Reference Numerals

[0599] 1: Player terminal; 1000: Server; S: Information processing system.

Claims

1. An information processing program that causes a computer to execute the following processing; The grouping information is set for specific content based on the player's operation, wherein The specific content is required to set the group information including one or more game media and a predetermined parameter calculated based on the game media that satisfies a minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage; advancing the specific content based on the set grouping information; and The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.

2. The information processing program according to claim 1, wherein: In the process of advancing the specific content, The specific content progresses without requiring any operation by the player or starting the game during the progress of the game.

3. The information processing program according to claim 1 or 2, wherein: The information processing program causes the computer to further execute a process of allowing the specific content to progress when the set grouping information satisfies the minimum condition, and not allowing the specific content to progress when the set grouping information does not satisfy the minimum condition.

4. The information processing program according to claim 1 or 2, wherein: In the process of advancing the specific content, The time until the progress of the specific content is completed is shortened according to the extent to which the prescribed parameter exceeds the minimum condition.

5. An information processing method, executed by one or more computers, in which the computer performs the following processing: The grouping information is set for specific content based on the player's operation, wherein The specific content is required to set the group information including one or more game media and a predetermined parameter calculated based on the game media that satisfies a minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage; advancing the specific content based on the set grouping information; and The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.

6. An information processing system comprising one or more computers, wherein the computers in the information processing system perform the following processing: The grouping information is set for specific content based on the player's operation, wherein The specific content is required to set the group information including one or more game media and a predetermined parameter calculated based on the game media that satisfies a minimum condition, and the more the predetermined parameter exceeds the minimum condition, the higher the advantage; advancing the specific content based on the set grouping information; and The grouping information is generated based on an automatic grouping function selected by a player from among a first automatic grouping function and a second automatic grouping function that are automatic grouping functions for automatically generating the grouping information, wherein the first automatic grouping function prioritizes satisfying the minimum condition to a minimum extent, and the second automatic grouping function prioritizes satisfying the minimum condition and improving the degree of advantage.