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

By updating character parameters and selecting performance modes in the game, the problem of players having difficulty browsing performance images is solved, and the fun and interactivity of the game are improved.

CN120752075APending Publication Date: 2025-10-03CYGAMES INC
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Patent Information

Application Number
CN202480014605.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-02-28
Filing Date
2024-01-26
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

In games where character parameters change, it is difficult for players to browse a portion of the performance images, which reduces the fun of the game.

Method used

Through the information processing program, character parameters are updated in the game, multiple performance modes are selected, and specific performances are performed at the time desired by the player. The performance mode can be changed by consuming props to achieve the corresponding performance.

Benefits of technology

This increases the fun of the game, allowing players to watch specific performances at the desired time, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120752075A_ABST
    Figure CN120752075A_ABST
Patent Text Reader

Abstract

An information processing program causes a computer to progress a prescribed game in which parameters associated with a character are updated; in the predetermined game, a performance mode to be generated is determined from a plurality of performance modes corresponding to mutually different performance contents and update conditions of the parameters; executing a performance based on the determined performance mode; updating the parameter according to the updating condition corresponding to the determined performance mode; a performance execution unit that makes it possible to execute a performance corresponding to the performance mode occurring in the prescribed game at a timing desired by a player; and making it possible to execute a performance corresponding to the performance mode that does not occur in the prescribed game at the desired timing by consuming a prescribed item.
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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] In various types of games, performance images corresponding to the events occurring in the game are displayed. For example, Patent Document 1 discloses a game in which graphic images that have appeared in the game are registered and can be browsed later.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 3681738 Summary of the Invention

[0006] Problems to be solved by the invention

[0007] For example, depending on the genre, such as RPGs (Roll Playing Games) and character development games, character parameters change as the game progresses. In such games, players naturally avoid actions that would adversely affect their character's parameters. Furthermore, for example, a performance image corresponding to the player's selected option may be displayed. In this case, if the player's available options have advantages and disadvantages, the player's chosen option is almost fixed.

[0008] In a game where the parameters of a character change as described above, it is difficult for a player to cause a portion of the effect to occur. Consequently, there is a problem in that the player cannot view a portion of the effect images generated in the game, which reduces the fun of the game.

[0009] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can enhance the fun of a game.

[0010] Solutions for solving problems

[0011] In order to solve the above problem, the information processing program causes the computer to perform the following processing:

[0012] progressing a predetermined game in which parameters associated with a character are updated;

[0013] In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated;

[0014] executing a performance based on the determined performance mode;

[0015] updating the parameters according to the update conditions corresponding to the determined performance mode;

[0016] enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; and

[0017] By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.

[0018] Alternatively, the information processing program may cause the computer to perform the following processing: in the predetermined game, causing the player to select any one of a plurality of options corresponding to any one of a plurality of the performance modes;

[0019] In the process of determining the performance mode to be performed, the performance mode corresponding to the option selected by the player is determined.

[0020] Alternatively, the plurality of performance modes may include a first performance mode corresponding to a first update condition and a second performance mode corresponding to a second update condition that is more disadvantageous to the player than the first update condition.

[0021] The performances that can be performed by consuming the prescribed items include a performance corresponding to the second performance mode.

[0022] Alternatively, the information processing program may cause the computer to perform the following processing:

[0023] As the prescribed game starts, the in-game currency held by the player is consumed.

[0024] In order to solve the above-mentioned problem, an information processing method is an information processing method performed by one or more computers, comprising the following processing:

[0025] progressing a predetermined game in which parameters associated with a character are updated;

[0026] In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated;

[0027] executing a performance based on the determined performance mode;

[0028] updating the parameters according to the update conditions corresponding to the determined performance mode;

[0029] enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; and

[0030] By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.

[0031] In order to solve the above problems, an information processing system includes one or more computers.

[0032] The computer performs the following processing:

[0033] progressing a predetermined game in which parameters associated with a character are updated;

[0034] In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated;

[0035] executing a performance based on the determined performance mode;

[0036] updating the parameters according to the update conditions corresponding to the determined performance mode;

[0037] enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; and

[0038] By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.

[0039] Effects of the Invention

[0040] According to the present invention, the fun of the game can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] [ Figure 1 ] Figure 1 It is an explanatory diagram showing a schematic configuration of an information processing system.

[0042] [ 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.

[0043] [ 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 option setting screen. Figure 3 C is a diagram illustrating an example of a profile setting screen.

[0044] [ Figure 4 ] Figure 4 This is a diagram for explaining the general progress flow of the development game.

[0045] [ Figure 5 ] Figure 5 A is a diagram illustrating an example of scenario initial added value data. Figure 5 B is a diagram illustrating an example of scenario initial upper limit value data. Figure 5 C is a diagram illustrating an example of scenario activity added value data.

[0046] [ Figure 6 ] Figure 6 A is a diagram illustrating a screen for selecting a character to be developed. Figure 6 B is the first figure illustrating the character details screen. Figure 6 C is the second figure illustrating the character details screen.

[0047] [ Figure 7 ] Figure 7 A is a diagram illustrating a capability parameter (initial value) table. Figure 7 B is a diagram illustrating a suitability parameter (initial value) table. Figure 7 C is a diagram illustrating skills. Figure 7 D is a diagram illustrating a dedicated activity.

[0048] [ Figure 8 ] Figure 8 This is a picture explaining the character enhancement screen.

[0049] [ Figure 9 ] Figure 9 A is the first figure explaining the inheritance character selection screen. Figure 9 B is the first picture illustrating the character development list screen. Figure 9 C is the second figure explaining the inheritance character selection screen. Figure 9 D is the third figure illustrating the inheritance character selection screen.

[0050] [ Figure 10 ] Figure 10 It is a diagram illustrating the line of succession.

[0051] [ Figure 11 ] Figure 11 It is a diagram illustrating factor information.

[0052] [ Figure 12 ] Figure 12 A is a diagram illustrating the utility generated by basic capability factors. Figure 12 B is a diagram illustrating the effects of role factors.

[0053] [ Figure 13 ] Figure 13 A is a diagram illustrating the object of determination of the degree of compatibility. Figure 13 B is a diagram illustrating the judgment items of the degree of compatibility.

[0054] [ Figure 14 ] Figure 14 A is the first figure illustrating the assist card arrangement screen. Figure 14 B is a diagram illustrating an assist card selection screen. Figure 14 C is a second diagram illustrating the assist card arrangement screen.

[0055] [ Figure 15 ] Figure 15 A is a diagram illustrating an assist card table. Figure 15 B is a diagram illustrating the assist effect. Figure 15 C is a diagram illustrating the skills possessed. Figure 15 D is a diagram illustrating assistance activities.

[0056] [ Figure 16 ] Figure 16 A is a diagram illustrating a final confirmation screen. Figure 16 B is a diagram illustrating a preset selection screen.

[0057] [ Figure 17 ] Figure 17 This is a diagram explaining the selection items in each round.

[0058] [ Figure 18 ] Figure 18 This is a diagram illustrating the home page screen.

[0059] [ Figure 19 ] Figure 19 A is the first figure illustrating the training screen. Figure 19 B is a second diagram illustrating the training screen. Figure 19 C is a diagram illustrating a training result notification screen. Figure 19 D is a diagram illustrating an active screen.

[0060] [ Figure 20 ] Figure 20 This is a diagram illustrating an example of an activity.

[0061] [ Figure 21 ] Figure 21 A is the first diagram illustrating inheritance activity. Figure 21 B is the second diagram illustrating inheritance activity. Figure 21 C is the third diagram illustrating inheritance activity. Figure 21 D is the fourth diagram illustrating inheritance activity.

[0062] [ Figure 22 ] Figure 22 A is the first picture explaining the skill screen. Figure 22 B is the second figure illustrating the skill screen.

[0063] [ Figure 23 ] Figure 23 A is the first figure illustrating the match selection screen. Figure 23 B is a diagram illustrating a match start screen. Figure 23C is the first picture illustrating the game result screen. Figure 23 D is the second figure illustrating the game result screen.

[0064] [ Figure 24 ] Figure 24 This is a diagram illustrating a rough flow of processing at the start of a round.

[0065] [ Figure 25 ] Figure 25 This is a diagram illustrating the allocation ratio of training items.

[0066] [ Figure 26 ] Figure 26 A is a graph illustrating the level of training. Figure 26 B is a diagram illustrating the rising fixed value (speed). Figure 26 C is a diagram illustrating the rising fixed value table (force).

[0067] [ Figure 27 ] Figure 27 A is a picture showing the completion screen of development. Figure 27 B is the second picture showing the completion of development. Figure 27 C is the third picture showing the completion of development.

[0068] [ Figure 28 ] Figure 28 This is a diagram illustrating the structure of the memory in the player terminal and its function as a computer.

[0069] [ Figure 29 ] Figure 29 This diagram explains the structure of the memory in the server and its function as a computer.

[0070] [ Figure 30 ] Figure 30 This is a sequence diagram illustrating the processing related to the development game on the player terminal and the server.

[0071] [ Figure 31 ] Figure 31 This is a flowchart illustrating the preparation phase processing in the player terminal.

[0072] [ Figure 32 ] Figure 32 This is a flowchart illustrating the preparation phase processing in the server.

[0073] [ Figure 33 ] Figure 33 This is a flowchart explaining the development phase processing in the server.

[0074] [ Figure 34 ] Figure 34 This is a flowchart explaining the processing at the start of a round in the server.

[0075] [ Figure 35 ] Figure 35 This is a flowchart illustrating the development phase processing in the player terminal.

[0076] [ Figure 36 ] Figure 36 This is a flowchart illustrating the selection command reception process in the server.

[0077] [ Figure 37 ] Figure 37 This is a flowchart illustrating the result information reception process in the player terminal.

[0078] [ Figure 38 ] Figure 38 This is a flowchart illustrating the end processing of the development game in the server.

[0079] [ Figure 39 ] Figure 39 A is a diagram illustrating a gallery screen. Figure 39 B is a diagram illustrating a character selection screen for the speech gallery. Figure 39 C is a diagram illustrating a speech image selection screen. Figure 39 D is a diagram illustrating a speech image.

[0080] [ Figure 40 ] Figure 40 A is a diagram illustrating the character selection screen used in the event gallery. Figure 40 B is a diagram illustrating an assist card selection screen for an event gallery. Figure 40 C is a diagram illustrating a script selection screen for an event gallery.

[0081] [ Figure 41 ] Figure 41 A is a first diagram illustrating an activity selection dialog box. Figure 41 B is a second diagram illustrating an activity selection dialog box.

[0082] [ Figure 42 ] Figure 42 This is a diagram explaining the activity browsing permission flag set for a character card.

[0083] [ Figure 43 ] Figure 43 This figure illustrates a browsing permission mark for cooperative activities.

[0084] [ Figure 44 ] Figure 44 This is a sequence diagram illustrating processing related to the gallery function on the player terminal and the server.

[0085] [ Figure 45 ] Figure 45 This is a first flowchart illustrating gallery association processing in a player terminal.

[0086] [ Figure 46] Figure 46 This is a second flowchart illustrating the gallery association process in the player terminal.

[0087] [ Figure 47 ] Figure 47 This is a flowchart illustrating the held information update process in the server. DETAILED DESCRIPTION

[0088] One embodiment of the present invention is described in detail below with reference to the accompanying drawings. The numerical values ​​and other figures shown in the embodiments are merely illustrative for ease of understanding and are not intended to limit the present invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function and structure are denoted by the same reference numerals to omit repeated descriptions. Furthermore, elements not directly related to the present invention are omitted from illustration.

[0089] (Overall Structure of Information Processing System S)

[0090] 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, and includes a player terminal 1 functioning as a client, namely, a game terminal, a server 1000 , and a communication network N having a communication base station Na.

[0091] 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 role of controlling the progress of the game, and the game progresses through the cooperation of the player terminal 1 and the server 1000.

[0092] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes any electronic device capable of establishing a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, and gaming devices. In this embodiment, a smartphone is used as the player terminal 1.

[0093] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information about each player playing the game. Furthermore, the server 1000 updates the accumulated information, downloads images and various information to the player terminals 1, and so on, primarily based on operations input from the player terminals 1.

[0094] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from 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 enables wireless or wired communication between the player terminal 1 and the server 1000.

[0095] (Hardware Configuration of Player Terminal 1 and Server 1000)

[0096] Figure 2 A is a diagram illustrating the hardware configuration 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 .

[0097] 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 .

[0098] Furthermore, 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, respectively. Therefore, the following describes the hardware structure of the player terminal 1, and the description of the server 1000 is omitted.

[0099] The CPU 10 controls the progress of the game by executing programs stored in the memory 12. The memory 12, comprised of ROM (Read Only Memory) or RAM (Random Access Memory), stores programs and various data necessary for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0100] An input / output interface 16 is connected to the bus 14. The input / output interface 16 is connected to a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0101] 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 can be loaded into the memory 12 (RAM) by the CPU 10.

[0102] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives information such as various data and programs to and from 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 .

[0103] The input unit 22 may be comprised of, for example, a touch panel, buttons, keyboard, mouse, cross-key, analog controller, or the like that can input (accept) player operations. Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be comprised of an acceleration sensor for detecting the tilt or movement of the player terminal 1, or a microphone for detecting the player's voice. In other words, the input unit 22 broadly encompasses any device that allows the player's intentions to be input in a recognizable manner.

[0104] The output unit 24 is configured to include a display device and a speaker. Alternatively, the output unit 24 may 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 a touch panel superimposed on the display 26 as the input unit 22.

[0105] (Game Content)

[0106] Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess game media obtained through a lottery called a gashapon, or game media distributed by the operator. In this embodiment, players can possess character cards and assist cards as game media. Each character card and assist card is always associated with a single character. Furthermore, the character associated with the character card becomes the target of development in the development game. Hereinafter, a character associated with a character card will sometimes be referred to simply as a character.

[0107] The game according to this embodiment provides a development game, which will be described in detail later. In this development game, players can develop characters to create characters associated with various parameters. Furthermore, the development game in this embodiment includes gameplay such as developing characters associated with character cards while they appear in a race modeled after horse racing.

[0108] Figure 3A is a diagram illustrating an example of a home screen 100. When a game application is started in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that the player can operate (click).

[0109] Here, a home screen selection operation unit 102a, a boost screen selection operation unit 102b, a story screen selection operation unit 102c, a match game selection operation unit 102d, and a gashapon screen selection operation unit 102e are provided in the menu bar 102. Furthermore, in the menu bar 102, the operation unit corresponding to the screen currently displayed on the display 26 is highlighted so that the currently displayed screen can be identified.

[0110] When the home screen selection operation portion 102a is clicked, the display 26 displays Figure 3 A shows the home screen 100.

[0111] When the enhancement screen selection operation unit 102b is clicked, the enhancement screen (not shown) is displayed. On this screen, the player can enhance their character and assist cards. By enhancing their character and assist cards, the player can increase their levels. Characters and assist cards are assigned various parameters, which increase as their levels increase. By increasing the parameters of their characters and assist cards, the player can develop a more powerful character in the development game.

[0112] When the story screen selection operation unit 102c is clicked, a story screen (not shown) is displayed. Here, a story image is provided for each character that appears in the game. The player can select a character and a story image in the story screen to view.

[0113] When the match game selection operation unit 102d is clicked, a match game selection screen (not shown) is displayed. In this embodiment, various match games are provided that can be participated in by characters developed through the development game described later. Players can select a match game for their character to participate in on the match game selection screen. Examples of match games include team competition games, in which a team composed of multiple characters competes against other players' teams selected by the computer. Team competition games feature gameplay in which players compete with other players for a higher ranking.

[0114] When the Gachapon screen selection operation unit 102e is clicked, a Gachapon screen (not shown) is displayed. In the Gachapon screen, the player can use in-game currency and coupons to participate in the so-called Gachapon lottery. Through the Gachapon lottery, character cards and support cards can be obtained.

[0115] In addition, on the home screen 100, a development game operation unit 104 is provided above the menu bar 102. When the development game operation unit 104 is clicked, the development game screen is displayed, and the development game (described below) begins. The development game is roughly divided into a preparation phase and a development phase. In the preparation phase, the player first selects one character from their existing characters to be the character to be developed (hereinafter referred to as the development target character).

[0116] In the preparation phase, players set up a deck to use when developing the target character. A deck is composed of multiple successor characters and multiple assist cards, which will be described in detail later. Therefore, in the development game, the successor characters and assist cards arranged in the deck are used.

[0117] Once the character to be developed and the card set (inherited characters and support cards) are set, the preparation phase transitions to the development phase, and the game for developing the character to be developed begins. During the development game, the parameters of the character to be developed can be changed. Players can own characters developed through the development game as development characters. As mentioned above, players can organize their developed characters into teams and use them in team competition games, etc.

[0118] As described above, the main purpose of the game in this embodiment is to generate development characters through the development game and to use the development characters to improve the ranking in the team competition game.

[0119] In addition, in this embodiment, there is a function for sharing development characters or assist cards between players, and a function for sharing information between multiple players. Players can set development characters and assist cards that can be used by other players in the development game. Specifically, Figure 3 As shown in FIG. 1A , a setting operation unit 106 is provided at the upper right portion of the home screen 100. When the setting operation unit 106 is clicked, an option setting screen 110 is displayed.

[0120] Figure 3 B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 includes a plurality of operation sections, and clicking an operation section allows confirmation and setting of the information corresponding to the operation section.

[0121] The operation section of the option setting screen 110 includes a profile setting operation section 110a, a gallery operation section 110b, and a close operation section 110c. Clicking the close operation section 110c closes the option setting screen 110. Clicking the gallery operation section 110b displays the gallery screen 400 described below. Clicking the profile setting operation section 110a displays the profile setting screen 120.

[0122] Figure 3 C is a diagram illustrating an example of the profile setting screen 120. The player can confirm and set his or her own profile information on the profile setting screen 120. The profile information includes a profile character, player name, player ID, affiliated club, representative character, and rental card.

[0123] The profile character functions as the character displayed when other players view a player's information. For example, the profile character is displayed when using the community function, which allows players to share information with other players. The profile setting screen 120 displays a currently set profile character image 122. A change button 124 is provided near the profile character image 122. Clicking the change button 124 displays a profile character change screen (not shown). Players can change their profile characters on this screen.

[0124] The player name set by the player, the player ID assigned to the player, and the name of the community to which the player belongs are displayed on the profile setting screen 120. The profile setting screen 120 also includes a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0125] When the representative character setting operation unit 126a is clicked, a representative character setting screen (not shown) is displayed. On this screen, the player can select any character from their own developmental characters as the representative character. An icon representing the currently selected representative character is displayed on the representative character setting operation unit 126a. Furthermore, the representative character can be inherited and added to decks in development games played by other players, as described in detail later.

[0126] When the rental card setting operation unit 126b is clicked, a rental card setting screen (not shown) is displayed. On this screen, the player can select any assist card from their own assist cards as a rental card. An icon representing the currently selected rental card is displayed on the rental card setting operation unit 126b. Furthermore, as described above, assist cards set as rental cards can be added to decks by other players and used in their respective development games.

[0127] Although detailed description is omitted, when a setting change of profile information is performed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores profile information for each player.

[0128] In this embodiment, various limited-time events are held irregularly. During a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. Clicking the specific event icon 108 displays the specific event screen. On the specific event screen, players can exchange specific event points, which are only available during the specific event, for various rewards.

[0129] When the development game operation unit 104 is clicked on the home screen 100, the development game screen is displayed and the development game starts. In addition, the player can play the development game by consuming game points. Regarding game points, a prescribed value (e.g., +1) of game points is assigned to the player every prescribed time (e.g., 10 minutes). An upper limit (e.g., 100) is pre-set for the number of game points that a player can hold, and the player can hold game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100 to visually display the ratio of the currently held game points to the upper limit.

[0130] In addition, game points are deducted by a specified value (e.g., -30) at the time the development game begins. Therefore, players cannot start the development game without the required game points. However, players can possess props for restoring game points and use them to restore game points. These props are, for example, given as rewards for development games or team competition games, or can be obtained by consuming in-game currency. The development game is described in detail below.

[0131] (Development Game)

[0132] Figure 4 This diagram illustrates the general flow of a development game. Development games are broadly divided into setup games and main development games. The main development game involves developing a character selected from the player's existing characters (hereinafter referred to as the development target character), which is described in detail later.

[0133] The setup game is where players register their character and deck (inherited characters and support cards) for development, and is equivalent to the setup phase of the development game. Hereinafter, the processing performed in the setup game will be referred to as the setup phase, and the processing performed in the main development game will be referred to as the development phase. For ease of understanding, we will first explain the general flow of the setup and development phases.

[0134] like Figure 4As shown, during the preparation phase, the script is registered, the character to be developed is registered, the successor character is registered, the assist card is registered, and the specific character is registered. The order of the registration and setting processes described above is merely an example. Therefore, the order of the registration and setting processes described above can be changed as appropriate.

[0135] <Preparation phase processing>

[0136] During the preparation phase, you'll primarily register scenarios, target characters, and card decks (inherited characters and assist cards). Assist cards are used to assist in the development of target characters. Each assist card is associated with a character. Characters associated with assist cards registered during the preparation phase assist in the development of the target character. Hereinafter, characters associated with assist cards are referred to as assist characters.

[0137] <Script Registration>

[0138] When a player clicks the development game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios are provided for the development main game. Each scenario of the development main game has a final goal, mid-game goals, and other objectives set. The player must sequentially achieve the goals set in each scenario. Each goal, the time required to achieve the goal, and the game difficulty level vary for each scenario.

[0139] The main game has a storyline, and the game progresses according to the story. Furthermore, events occur at various times in the main game. Events occurring in the main game are specific to the scenario. Therefore, at least some of the events occurring in the main game across multiple scenarios may differ. Players can select any of the multiple scenarios on the scenario selection screen.

[0140] Figure 5 A is a diagram illustrating an example of scenario initial added value data. Figure 5 B is a diagram illustrating an example of scenario initial upper limit value data. Figure 5 C is a diagram illustrating an example of scenario activity added value data. Figure 5 As shown in A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, there are four scenario IDs: 0001 to 0004.

[0141] The goal of the development game is to improve the character's ability parameters, which will be discussed in detail later. Here, there are five ability parameters: speed, endurance, strength, perseverance, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character's performance in the game.

[0142] However, each ability parameter has an upper limit. In the main character development game, each ability parameter's value is updated only within the upper limit, and updates to ability parameters exceeding the upper limit are restricted. At the start of the main character development game, an initial upper limit is set for each ability parameter. This initial upper limit varies for each scenario. Furthermore, the upper limit of each ability parameter may sometimes increase from the initial upper limit during the game.

[0143] Scenario initial added value data is stored in the player terminal 1 and server 1000. This data is obtained by associating the initial added value of each of the five ability parameters with a scenario ID. In this embodiment, the initial upper limit of each ability parameter is set based on the scenario initial added value data at the start of the main development game.

[0144] Specifically, a common base value is pre-set for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value can also be different for each scenario, or even for each ability parameter. Furthermore, at the start of the main development game, the initial upper limit of each ability parameter is set by adding the scenario initial addition value corresponding to the scenario selected by the player to the common base value.

[0145] For example, Figure 5 As shown in Figure A, the scenario initial added value data sets the initial added values ​​for the five ability parameters associated with the scenario ID "0001" to "200." Therefore, when the scenario ID "0001" is selected and the main development game is started, the initial upper limits for all five ability parameters are set to "1400."

[0146] In addition, for example, when the script ID "0002" is selected and the main game is started, the initial upper limit values ​​of the speed and perseverance ability parameters are the common basic values ​​of "1200", the initial upper limit values ​​of the endurance and intelligence ability parameters are "1600", and the initial upper limit value of the strength ability parameter is "1400".

[0147] Here, the initial upper limit value is derived by adding the initial added value of the capability parameter to the common basic value. Figure 5 As shown in Figure B, the script initial upper limit value data is set, and the initial upper limit values ​​of each capability parameter are derived based on the script initial upper limit value data. The initial upper limit values ​​of each of the five capability parameters are associated with the script ID based on the script initial upper limit value data. In the script initial upper limit value data, the initial upper limit value associated with each script ID is the value obtained by adding the initial added value of the script initial added value data to the common basic value.

[0148] In this way, the scenario initial upper limit value associated with the scenario ID can be set as the initial upper limit value of each capability parameter, or the value obtained by adding the scenario initial additional value to the common basic value can be set as the initial upper limit value of each capability parameter.

[0149] Additionally, in the main character development game, a scenario event may occur at a specified time that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event added value associated with that scenario event is added to the upper limit at that time. For example, in the main character development game with scenario ID "0001", when a specified scenario event occurs, the upper limit of each of the five ability parameters increases by "20".

[0150] like Figure 5 As shown in C, the upper limit of the capability parameter that is increased by a script activity varies for each script. Furthermore, a single script may have multiple script activities that increase the upper limit of the capability parameter, or none at all. Furthermore, the timing of the script activity can be common to all scripts or vary.

[0151] In this way, the upper limit of the ability parameter varies depending on the scenario selected by the player. As a result, characters with different abilities and characteristics can be developed in each scenario. Thus, through various scenarios, the player's willingness to play the game is improved.

[0152] <Registration of Characters to be Developed>

[0153] Figure 6 A is a diagram illustrating the character selection screen 150. When the player selects a scenario in the scenario selection screen, Figure 6 A shows a development target character selection screen 150. A plurality of character icons 151 are displayed in the center of the development target character selection screen 150, and the characters owned by the player are displayed in a list.

[0154] Furthermore, an ability parameter display unit 152a and an adaptability parameter display unit 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation unit 153 and a next operation unit 154 are displayed at the bottom of the development target character selection screen 150.

[0155] In this embodiment, an initial value of an ability parameter is set for each character. The initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed numerically in the ability parameter display unit 152a. In this embodiment, a larger numerical value of the ability parameter indicates a higher ability.

[0156] Additionally, the ability parameter display unit 152a displays the initial upper limit values ​​for each ability parameter. In other words, when the player is able to select a scenario, or after the player has selected a scenario, the upper limit values ​​for each ability parameter set at the start of the main character development game are displayed on the ability parameter display unit 152a. In the ability parameter display unit 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0157] Here, in the capability parameter display section 152a, the initial upper limit value exceeding the common basic value is identified and displayed. Figure 6 In the example shown in A, the initial upper limits for speed, strength, and stamina exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limits for speed, strength, and stamina are displayed in a manner distinguishable from the initial upper limits for endurance and intelligence. Initial upper limits exceeding the common base values ​​are displayed by flashing or in a different color as a distinguishing indicator.

[0158] Figure 7 A is a diagram illustrating a capability parameter (initial value) table. In this embodiment, Figure 7 As shown in FIG. 1A , the initial values ​​of the ability parameters of each character are stored in the ability parameter (initial value) table. The initial values ​​of the ability parameters are displayed on the ability parameter display unit 152 a based on the initial values ​​of the ability parameters stored in the ability parameter (initial value) table.

[0159] In this embodiment, initial values ​​of ability parameters are set for each character for various abilities. Specifically, the ability parameters include a speed parameter (recorded as "Speed" in the ability parameter display section 152a), an endurance parameter (recorded as "Endurance" in the ability parameter display section 152a), a strength parameter (recorded as "Strength" in the ability parameter display section 152a), a perseverance parameter (recorded as "Perseverance" in the ability parameter display section 152a), and an intelligence parameter (recorded as "Intelligence" in the ability parameter display section 152a).

[0160] Furthermore, the initial values ​​of each character's ability parameters increase as they are enhanced (on character cards). For example, each character has five levels of status, and players can increase their status by spending in-game currency or designated items. As a character's status level increases, the initial values ​​of that character's ability parameters increase.

[0161] exist Figure 7A shows the initial value of the character at a predetermined level. In addition, the player can increase the value of the ability parameter in the development main game. In other words, the purpose of the development main game is to develop a character with a higher value of the ability parameter.

[0162] In addition, in this embodiment, suitability parameters (initial values) are set for each character. Figure 6 As shown in A, the initial value of the aptitude parameter of the character corresponding to the character icon 151 selected by the player is displayed in alphabetical order in the aptitude parameter display section 152b.

[0163] Figure 7 B is a diagram illustrating a table of suitability parameters (initial values). Figure 7 As shown in FIG. 2B , the initial values ​​of the suitability parameters for each character are stored in the suitability parameter (initial value) table. The initial values ​​of the suitability parameters are assigned to one of seven levels, lettered A through G. A represents the highest suitability and G represents the lowest suitability. The initial values ​​of the suitability parameters are displayed on the suitability parameter display unit 152b based on the initial values ​​of the suitability parameters stored in the suitability parameter (initial value) table.

[0164] In this embodiment, initial values ​​for various suitability parameters are set for each character. Specifically, suitability parameters include suitability parameters for grass and sand, suitability parameters for sprint, mile, middle, and long distance, and suitability parameters for running styles such as leading, leading, center, and chasing.

[0165] In the development game, players can make the development target character participate in various competitions. At this time, the higher the suitability of the development target character that matches the competition content, the more favorable the competition will be.

[0166] Furthermore, it is also possible to increase the initial value of each character's suitability parameter by spending in-game currency. Furthermore, the value of the suitability parameter can also be changed in the main character development game. Furthermore, in the main character development game, there may be cases where the suitability parameter is set to S, which is higher than A.

[0167] Figure 6 B is a first diagram illustrating the character details screen 160. Figure 6 C is a second diagram illustrating the character details screen 160. When a character icon 151 on the development target character selection screen 150 is long-pressed, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 long-pressed on the development target character selection screen 150.

[0168] A skill operation unit 161 and an action operation unit 162 are displayed in the center of the character details screen 160. Figure 6 As shown in Figure B, at the beginning of the character details screen 160, the skill control section 161 is highlighted, displaying the skills set for each character. Skills are abilities that are activated when specified conditions are met during the match and team matches described later. Activating skills can further enhance the performance of each character's match.

[0169] Figure 7 C is a graph that illustrates skills. Figure 7 As shown in C, each character has multiple skills. Figure 6 As shown in Figure B, the character details screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the development main game, the skills possessed by the development target character can be acquired by satisfying specified conditions. Furthermore, skills cannot be activated during a match simply by possessing the skill; they can only be activated by acquiring the possessed skill. Hereinafter, skills that are in a state where a character can activate them, i.e., skills that a character has acquired, are referred to as acquired skills.

[0170] Characters are initially assigned one acquired skill from the start of the main character development game. Furthermore, characters are also assigned multiple possessed skills, separate from acquired skills. Possessable skills can be acquired after starting the main character development game by spending skill points, as described below. In other words, possessed skills can be converted into acquired skills in exchange for skill points.

[0171] In this embodiment, Figure 7 The skills represented by "◎" in C are Figure 6 B's character details screen 160 shows that he has acquired the skill. Figure 7 The skills represented by "0" in C are Figure 6 B's character details screen 160 shows the skills he possesses. Figure 6 As shown in the character details screen 160 of B, the acquired skills are highlighted to make it easier to distinguish the acquired skills from the possessed skills.

[0172] Specifically, in Figure 6 In the character details screen 160 shown in FIG. 1B , one acquired skill is displayed in the acquired skill display column 161a, and seven possessed skills are displayed in the possessed skill display column 161b. Furthermore, the number of acquired and possessed skills can also vary for each character. Furthermore, for example, the number of acquired and possessed skills for each character can increase as the character's level increases, or as in-game currency or items are consumed.

[0173] Here, possessed skills include awakened skills. Awakened skills are skills that, upon meeting the unlocking conditions, are associated with the character as possessed skills from the start of the development game. In other words, awakened skills whose unlocking conditions haven't been met aren't possessed skills at the start of the development game. However, even awakened skills whose unlocking conditions haven't been met may become possessed skills in the main development game.

[0174] exist Figure 7 In C, awakened skills are indicated by stars. Here, four awakened skills are set for each character. However, the number of awakened skills can also vary for each character. Furthermore, awakened skills vary for each character. For example, skill d in the figure is set as an awakened skill for character A, as an acquired skill for character B, and as a normal skill for character C. In this way, skills may be set differently depending on the character, such as acquired skills, possessed skills, or awakened skills.

[0175] In this embodiment, the awakening level of the character is set as the unlocking condition of the awakening skill. The above-mentioned status level and awakening level are associated with the character (character card). The player can raise the status level and awakening level independently. Figure 6 As shown in FIG. 1B , a close operation unit 163 a and a strengthen operation unit 163 b are provided on the character detail screen 160 . When the strengthen operation unit 163 b is clicked, a character strengthening screen 165 is displayed on the display 26 .

[0176] Figure 8 This figure illustrates the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation unit 163b on the character details screen 160 is clicked, or when the enhancement screen selection operation unit 102b is clicked. A character icon 151 corresponding to the character being played is displayed below the center of the character enhancement screen 165. When a player clicks a character icon 151, the character corresponding to the clicked character icon 151 becomes selected.

[0177] Furthermore, when the character enhancement screen 165 is displayed by clicking the enhancement operation portion 163b on the character details screen 160, the character selected on the character details screen 160 is also immediately selected when the character enhancement screen 165 is displayed. Information related to the selected character is displayed above the character enhancement screen 165.

[0178] Specifically, the character enhancement screen 165 includes an awakening tab 167a, an enlightenment tab 167b, and a status tab 167c. Clicking the awakening tab 167a displays awakening skill columns 168a, 168b, 168c, and 168d. Furthermore, when the character enhancement screen 165 begins displaying, the awakening tab 167a is selected, and the awakening skill columns 168a, 168b, 168c, and 168d are displayed. Each awakening skill column 168a, 168b, 168c, and 168d lists the name of the awakening skill corresponding to the awakening level.

[0179] Below the character enhancement screen 165, there's an awakening level enhancement button 169a. Clicking this button displays a confirmation screen (not shown). This confirmation screen displays the items required to increase the awakening level, and indicates that consuming these items will increase the awakening level. Furthermore, when a specified operation is input on the confirmation screen, the awakening level of the selected character increases.

[0180] In this embodiment, each character's initial awakening level is set to Level 1. Players can use items to raise their character's awakening level up to Level 5. Each awakening level is associated with an awakening skill. As the awakening level increases, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches Level 2, the awakening skill corresponding to Level 2 is unlocked. Similarly, when the awakening level reaches Level 5, the awakening skill corresponding to Level 5 is unlocked.

[0181] Each character has four awakening skills. Players can unlock as many awakening skills as their awakening level increases. Once unlocked, awakening skills become available as possessed skills.

[0182] The awakening skill display columns 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are recorded as "unlocked" in the awakening skill display columns 168a, 168b, 168c, and 168d. On the other hand, the awakening skill display columns 168a, 168b, 168c, and 168d are grayed out for the awakening skills that have not been unlocked. Figure 8 The figure shows the state where the awakening level is level 4 and 3 awakening skills are unlocked.

[0183] Although detailed explanations are omitted, long-pressing the awakened skill display bars 168a, 168b, 168c, and 168d displays detailed information about each awakened skill. Furthermore, clicking the inspiration tab 167b displays an inspiration level enhancement screen (not shown). On this screen, you can increase the inspiration level of your skills, described later, by consuming items.

[0184] Furthermore, when the status tab 167c is clicked, a status level enhancement screen (not shown) is displayed. In this status level enhancement screen, the character's status level can be increased by consuming items. Furthermore, a return operation unit 169b is provided in the character enhancement screen 165. Clicking this return operation unit 169b closes the character enhancement screen 165 and displays the character details screen 160.

[0185] In addition, when the player clicks the activity operation unit 162 of the character details screen 160, Figure 6 As shown in Figure C, the content of the character details screen 160 switches to display a dedicated event display bar 162a for each character. Dedicated events occur in the main character development game when specified conditions are met. When a dedicated event occurs, a story image related to the character appearing in the development game is displayed, or the value of an ability parameter is changed.

[0186] Figure 7 D is a diagram that illustrates a dedicated activity. Figure 7 As shown in D, there are multiple dedicated activities associated with each role. Figure 6 As shown in C, the dedicated activities associated with the character are displayed on the character details screen 160. The dedicated activities include inspiration activities that enable the acquisition of skills, ability activities that increase or decrease the value of the character's ability parameters, and the like.

[0187] In addition, regarding Figure 6 The dedicated activities displayed on the character details screen 160 shown in C can be set to execute all dedicated activities during the main development game, or at least some dedicated activities can be executed during the main development game. It can also be set to not execute all dedicated activities during the main development game unless specified conditions are met. In addition, for example, the number of dedicated activities set for each character can be increased by increasing the character's level or consuming in-game currency or items. In addition, it is also possible to execute dedicated activities that are not displayed as dedicated activities in the main development game when specified conditions are met.

[0188] In addition, if Figure 6 B and Figure 6As shown in FIG. 3 , a close operation unit 163a is displayed at the bottom of the character details screen 160. When the close operation unit 163a of the character details screen 160 is clicked, the display of the character details screen 160 ends and the development target character selection screen 150 is displayed on the display 26.

[0189] In addition, when Figure 6 When the return operation unit 153 is clicked on the development target character selection screen 150 shown in A, the display 26 displays Figure 3 The home screen 100 is shown in Figure A. Furthermore, a development information display button 155 is provided on the development target character selection screen 150. Clicking the development information display button 155 displays a development information display screen (not shown). The player can view information related to the character selected on the development target character selection screen 150 on the development information display screen.

[0190] The goal of the development game is to develop characters selected from the player's existing characters as target characters to create stronger characters. The main development game consists of multiple rounds, and each round requires the player to train the target character or participate in a match. Details will be described later.

[0191] Furthermore, multiple achievement goals are set for each character. The development information display screen allows you to check the achievement goals set for the currently selected character. Each round has predefined competitions that the character being developed can participate in. Achieving a goal involves having the character participate in a specified competition and achieve a specified ranking in a specified round.

[0192] Furthermore, when a character being developed participates in a competition, it can earn supporters. In each competition, a minimum number of supporters is set for each rank achieved, with higher rank achieving more supporters. Furthermore, competitions are set to a certain difficulty level, with higher difficulty levels earning more supporters.

[0193] Here, the number of supporters that can be obtained by participating in the competition is calculated by adding the number of bonuses obtained to the basic number of supporters obtained for each position achieved. Specifically, a correction value is determined based on the competition results, and the number of bonuses obtained is calculated by multiplying the basic number of supporters obtained by the correction value. The total number of bonuses obtained and the basic number of supporters obtained becomes the number of supporters obtained by the target character. For example, if the competition result is first place, the greater the difference between the target character and the second place character, the greater the correction value. Conversely, if the competition result is second to fifth place, the smaller the difference between the target character and the first place character, the greater the correction value.

[0194] Furthermore, the character being developed activates skills (acquired skills) with a specified probability during the match. The more skills activated, the greater the correction value. Thus, in each match, additional conditions for the number of supporters are specified, increasing the number of supporters earned based on various match results other than the achieved position, as well as the progress of the match. However, the number of supporters earned by the character being developed must be at least the minimum number of supporters earned corresponding to the achieved position.

[0195] In addition, some competitions may specify a number of supporters as a condition for participation. If the number of supporters obtained by the target character does not meet the specified number of supporters as a condition for participation, the player cannot allow the target character to participate in the competition. The more difficult the competition, the more supporters are required to participate. Therefore, if a competition that specifies a number of supporters as a condition for participation is set as a competition for achieving a goal (hereinafter referred to as the target competition), the target character must obtain the specified number of supporters for the target competition before participating in the round of the target competition.

[0196] In addition, achieving a goal includes obtaining a specified number of supporters before a specified round. Another example of achieving a goal includes obtaining first place in a difficult competition (e.g., GI) a specified number of times within a specified round. In this way, multiple goals are set for each character. By achieving the goals, the player can continue to develop the main game until the final round. On the other hand, if the goals are not achieved, the main game ends for that round.

[0197] Therefore, assuming that before the round of the target game, the target game number of supporters prescribed for the target game is not obtained, the target character is cultivated and cannot participate in the target game. In this case, reaching the target is not reached, and the game is cultivated and ends.

[0198] In the main game, the various parameters of the character being developed increase with each round, so the more rounds you play, the stronger the character you can create. Therefore, when playing the main game, in order to achieve all the goals, you need to improve the parameters of the character being developed.

[0199] Furthermore, the goals set for each character are essentially fixed, and the same goals are set as the curriculum for each character development game. However, there may also be characters with goals that change depending on the progress of the main development game, or characters whose goals can be selected by the player.

[0200] Furthermore, upon completion of the development game, a character is generated. Upon completion, an evaluation score is calculated for the character, and the development level is derived based on the score. The evaluation score is calculated based on a pre-set formula, including various parameters of the character being developed at the time of completion and the score based on acquired skills. The development information display screen displays the level, evaluation score, name, and registration date of the top three characters with the highest evaluation scores among the characters developed based on the currently selected character.

[0201] Although detailed explanations are omitted, the development game features multiple scenarios. The basic gameplay style is common across all scenarios, but some features vary between scenarios. The development information display screen shows the scenario selected when each character is developed.

[0202] As mentioned above, players Figure 6 In the character selection screen 150 shown in A, a character can be selected while checking various information about each character. Furthermore, when the next operation unit 154 is clicked in the character selection screen 150, the currently selected character is set as the character to be developed, and the successor character selection screen 170 is displayed on the display 26.

[0203] <Registration of inherited roles>

[0204] Figure 9 A is a first diagram illustrating the successor character selection screen 170 . Figure 9 B is the first figure for explaining the character development list screen 180 . Figure 9 C is a second diagram illustrating the successor character selection screen 170 . Figure 9 D is a third diagram illustrating the successor character selection screen 170. The successor character selection screen 170 is a screen for the player to register a successor character.

[0205] A successor character is a character whose abilities, skills, and other attributes are inherited by the target character. Players can select two successor characters from their own development characters and representative characters of friends (such as followers) extracted according to specified extraction criteria, and then register them in their decks. However, only one representative character of another player can be included in a deck during a single development game.

[0206] The successor character selection screen 170 is provided with an ability parameter display unit 152a, an adaptability parameter display unit 152b, a first successor character selection area 171a, and a second successor character selection area 171b. When the screen transitions from the development target character selection screen 150 to the successor character selection screen 170, as shown in FIG. Figure 9As shown in A, the first succession role selection area 171a and the second succession role selection area 171b are displayed as blank spaces.

[0207] When the first successor role selection area 171a or the second successor role selection area 171b is clicked, the Figure 9 B shows a character development list screen 180. Character development list screen 180 includes a My Character tab 181a and a Rental tab 181b. Below My Character tab 181a and Rental tab 181b is a character development list display area. Character development icons 182 are displayed in the character development list display area.

[0208] When the My Character tab 181a is selected, Figure 9 B displays the development character icon 182 corresponding to the development character owned by the player. In addition, although not shown, when the rental tab 181b is selected, the development character icon 182 corresponding to the development character developed by the friend, which is the representative character of the friend, is displayed.

[0209] In addition, when the character development icon 182 is clicked, the character development corresponding to the character development icon 182 becomes temporarily selected. Figure 9 C. At this time, for example, if the first successor character selection area 171a is clicked to display the development character list screen 180, and the development character icon 182 is clicked on the development character list screen 180, an image representing the development character that is temporarily selected is displayed in the first successor character selection area 171a.

[0210] In this state, for example, when the second successor character selection area 171b is clicked to display the development character list screen 180, and the development character icon 182 is clicked on the development character list screen 180, as shown in FIG. Figure 9 As shown in D, an image showing the development character in the temporarily selected state is displayed in the second succession character selection area 171b.

[0211] In addition, information related to the successor character used when developing the development character is associated with and stored. Information related to the successor character used when developing the development character is displayed in the first successor character selection area 171a.

[0212] Figure 10This diagram illustrates the inheritance lineage. In development games, the factor information possessed by the successor character can lead to various benefits, such as increases in the ability and suitability parameters of the target character. Here, two successor characters are assigned to one target character, and these successor characters are previously generated development characters. Therefore, when a development character designated as the successor is generated, two successor characters are also assigned to that development character.

[0213] like Figure 10 As shown, the target character to be developed in the main development game that is about to begin is set as the current generation. Furthermore, the two development characters set as successor characters for the target character are set as the first successor generation. Furthermore, for the development character that succeeds the first successor generation, two development characters are set as successor characters at the start of their development. The two development characters set as successor characters when the development character that succeeds the first successor generation is generated are set as the second successor generation.

[0214] In this case, if Figure 10 As shown, the characters that inherit the first generation and the characters that inherit the second generation have an effect on the character being developed in the current generation. As mentioned above, two characters are set up to inherit the first generation for each character being developed, so a total of six characters will have an effect on each character being developed.

[0215] For example, a first succession group consists of one of the two characters that inherited the first generation and two characters that succeeded that character and inherited the second generation. Similarly, a second succession group consists of the other of the two characters that inherited the first generation and two characters that succeeded that character and inherited the second generation.

[0216] like Figure 9 As shown in FIG. 2D , the first succession character selection area 171a contains icons corresponding to one character who will develop in the first generation and two characters who will develop in the second generation, which constitute the first succession group. Similarly, the second succession character selection area 171b contains icons corresponding to one character who will develop in the first generation and two characters who will develop in the second generation, which constitute the second succession group.

[0217] Figure 11 This diagram illustrates factor information. Upon completion of the development game, the character being developed is registered as a development character. At this point, factor information is associated with the development character and stored. Details will be described later. Specifically, upon completion of a development character, the factors that the development character will acquire are determined through a lottery, etc. Factor information representing the determined factors is then associated with the development character. In other words, upon completion of the development game, the development character will acquire the factors selected in the lottery.

[0218] However, the factors acquired by a character's development have no impact on the character's abilities. For example, a character can participate in competitive games such as team games. In this case, a simulation, or computational processing, is performed to determine the final position and the progress of the competition based on the ability parameters, suitability parameters, and acquired skills of all participating characters. The factors possessed by a character are not used in the computational processing, so even if a large number of factors are present, the competition will not proceed favorably.

[0219] The factors possessed by the development character will only affect the development target character if the development character is set as the inherited character. The factors that the development character can obtain are classified into multiple types. Figure 11 In the figure, factor types include basic ability factors, aptitude factors, competition factors, character factors, and skill factors. Each factor is assigned one of multiple levels. Here, three factor levels are provided: Level 1, Level 2, and Level 3.

[0220] Furthermore, factor levels are determined by lottery. In this case, after determining the factors acquired during character development, the factor levels can be determined by lottery for each acquired factor. Alternatively, a selection ratio can be set for each combination of factors and factor levels, and a specific combination pattern can be determined based on the set selection ratio. In this case, the acquired factors and factor levels are determined simultaneously.

[0221] Regarding factor levels, level 3 has the highest effect, and level 1 has the lowest. When determining factor levels, the probability of selection for level 3 is set to the lowest, and the probability of selection for level 1 is set to the highest. However, the probability of selection for the obtained factors or factor levels may also vary depending on the results of the development game. In this case, for example, higher factor levels may be assigned to development characters with higher ability parameters or evaluation scores.

[0222] Basic ability factors increase the values ​​and upper limits of the character's ability parameters. There are five basic ability factors: speed, endurance, strength, perseverance, and intelligence. Each character must acquire one of these five basic ability factors. These five basic ability factors correspond to the five ability parameters: speed, endurance, strength, perseverance, and intelligence. For example, if a character inheriting from the first or second generation of development has a speed factor, the value and upper limit of the character's speed ability parameter will increase.

[0223] Figure 12Figure A illustrates the effects of basic ability factors. The increase and upper limit of each ability parameter vary depending on the factor level of the basic ability factor. For example, if the speed factor is at level 1, the ability parameter for the target character's speed increases by 7. If the speed factor is at level 2, the ability parameter increases by 13. If the speed factor is at level 3, the ability parameter increases by 21.

[0224] Therefore, assuming that all six characters, including two inheritors of the first generation and four inheritors of the second generation, have a speed factor of level 3, the speed ability parameter of the character to be developed will increase by a maximum of 126 (increase value 21×6 characters).

[0225] However, each factor has an activation time and activation conditions. Therefore, even if the inherited character has the factor, it will not have any effect on the target character if the activation time and activation conditions are not met.

[0226] As described above, the main development game consists of multiple rounds, of which a specified round is set as a factor activation round. For example, the 1st, 31st, and 55th rounds of the main development game are set as factor activation rounds. In this case, the 1st round is the first activation opportunity, the 31st round is the second activation opportunity, and the 55th round is the third activation opportunity. In each factor activation round, a decision is made for each factor (inherited character) whether to activate it. If it is determined to be an activation factor, the activation condition of the factor is established, bringing about the utility corresponding to the factor.

[0227] In addition, whether to activate the basic ability factor is determined by drawing lots. At this time, the probability of being selected in the drawing lots for whether to activate the basic ability factor, that is, the probability of activating the basic ability factor (hereinafter referred to as the activation probability) can also be different in the three factor activation rounds. Here, in the first round, regardless of the factor level, the activation probability of the basic ability factor is set to 100%. In addition, in the 31st round and the 55th round, the activation probability of the basic ability factor is different according to the factor level. As an example, in the 31st round and the 55th round, the activation probability of the basic ability factor of level 3 is set to 100%, the activation probability of the basic ability factor of level 2 is set to 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.

[0228] In the succession character selection screen 170, the value of the ability parameter that has increased in the first round is displayed. Figure 9In C, a single inheritor character is temporarily selected as part of the first inheritor group. In this case, the types of ability parameters increased by the temporarily selected inheritor character in the first round, along with their respective increase values, are displayed. Here, "+63" is displayed above the Strength ability parameter, indicating that the Strength ability parameter increased by 63 points in the first round. Furthermore, the ability parameter display portion 152a displays the value obtained by adding the increase value in the first round.

[0229] In addition, Figure 9 In D, two inheritor characters are provisionally selected to form the first and second inheritor groups. In this case, the types and values ​​of the ability parameters increased by the two provisionally selected inheritor characters in the first round are displayed. Here, "+21," "+63," and "+42" are displayed above the Speed, Strength, and Intelligence parameters, respectively, indicating that Speed, Strength, and Intelligence increased by 21, 63, and 42 points, respectively, in the first round.

[0230] Furthermore, in the inheritance character selection screen 170, the increased values ​​of the ability parameters increased by the inheritance characters constituting the first inheritance group and the increased values ​​of the ability parameters increased by the inheritance characters constituting the second inheritance group are displayed in a recognizable manner. Figure 9 In D, the "+63" mark displayed above the strength parameter is distinguished by color from the "+21" and "+42" marks displayed above the speed and intelligence parameters.

[0231] In addition, when the basic ability factor is activated, the upper limit value of the corresponding ability parameter increases. At this time, the increase in the upper limit value of the ability parameter varies depending on the factor level of the basic ability factor. In addition, the increase in the upper limit value of the ability parameter also varies depending on the activation time. For example, when the factor level of the speed factor is level 1, at the first activation time, the upper limit value of the ability parameter for the speed of the target character increases by "4", and at the second and third activation times, the upper limit value of the ability parameter for speed increases within the range of "1" to "4".

[0232] Furthermore, when the speed factor is at level 2, the upper limit of the ability parameter for the speed of the target character to be developed increases by 9 at the first activation, and increases within the range of 1 to 4 at the second and third activations. Furthermore, when the speed factor is at level 3, the upper limit of the ability parameter for the speed of the target character to be developed increases by 16 at the first activation, and increases within the range of 1 to 4 at the second and third activations.

[0233] Furthermore, at the first activation, the upper limit of the capability parameter is guaranteed to increase by an amount corresponding to the factor level. Meanwhile, at the second and third activations, a lottery is conducted to determine whether to activate. If activation is determined, a lottery is conducted to determine the increase in the upper limit. In this case, the probability of activation may be set higher as the factor level increases. Alternatively, the increase in the upper limit may be set higher as the factor level increases.

[0234] Furthermore, whether or not a basic capability factor is activated can be determined on a factor-by-factor basis or individually for each utility. For example, if a basic capability factor is activated on a factor-by-factor basis, the activation of that basic capability factor is considered to be determined. In this case, the value of the corresponding capability parameter is increased in accordance with the factor level, and the upper limit of the same capability parameter is also increased.

[0235] On the other hand, when determining whether to activate a basic ability factor for each utility, the decision on whether to increase the ability parameter value and the decision on whether to increase the upper limit are each made through separate draws. Thus, in this case, for example, only one of the ability parameter value or the upper limit may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation opportunity. Thus, with the start of the main development game, the ability parameter value and upper limit increase in accordance with the factor level.

[0236] Moreover, if Figure 9 C and Figure 9 As shown in FIG. 1 , the initial upper limit value of the ability parameter displayed in the ability parameter display portion 152a of the successor character selection screen 170 is updated to a value that includes the upper limit value increased by the basic ability factor. By displaying the initial upper limit value that takes into account the initial added value of the scenario and the added value due to the basic ability factor, convenience is improved when selecting a successor character.

[0237] Figure 11 The aptitude factors shown are factors that increase the aptitude parameters of the character being developed. There are six aptitude factors: Grass Factor, Sand Factor, Short Distance Factor, Mile Factor, Medium Distance Factor, and Long Distance Factor. Each character being developed must acquire one of these six aptitude factors. The six aptitude factors correspond to Grass Suitability, Sand Suitability, Short Distance Suitability, Mile Suitability, Medium Distance Suitability, and Long Distance Suitability, respectively. For example, if a character inherited from the first generation or a character inherited from the second generation includes a character with a Grass Factor, the Grass Suitability parameter of the character being developed will increase.

[0238] Furthermore, each aptitude factor also has activation timing and conditions. During the same activation round as the basic ability factor, activation is determined for each aptitude factor. When an aptitude factor is activated, the corresponding aptitude parameter is increased by one level. For example, in the first round, the activation probability of the aptitude factor is set to 100%, regardless of the factor level.

[0239] For example, suppose the three characters in the first succession group have aptitude factors of Grassland, Short-Distance, and Mileage, respectively, while the three characters in the second succession group have aptitude factors of Grassland, Short-Distance, and Medium-Distance, respectively. In this case, the Grassland and Short-Distance aptitudes of the target characters will each increase by two levels, while Mileage and Medium-Distance aptitudes will each increase by one level.

[0240] For example, suppose the three characters in the first succession group all have Grassland as their aptitude factor, while the three characters in the second succession group all have Short Distance as their aptitude factor. In this case, the target character's Grassland and Short Distance aptitudes each increase by three levels. As another example, suppose the three characters in the first succession group all have Grassland as their aptitude factor, while the three characters in the second succession group each have Grassland, Short Distance, and Mileage as their aptitude factors. In this case, the target character's Grassland aptitude increases by four levels, while its Short Distance and Mileage aptitudes each increase by one level.

[0241] However, in the first round, there are limits on the increase in suitability parameters. Specifically, in the first round, the upper limit of all suitability parameters is set to A. Therefore, if the initial value of the target character's Grassland Suitability is A, even if the inheriting character has Grassland Factor, the Grassland Suitability will not increase in the first round.

[0242] In contrast, in rounds 31 and 55, a lottery is performed to determine whether to activate each aptitude factor based on its level. For example, in rounds 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When a aptitude factor is activated through a lottery in rounds 31 or 55, the aptitude parameter corresponding to that aptitude factor increases. Furthermore, in rounds 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in rounds 31 and 55, the activation of an aptitude factor can raise the aptitude parameter to S.

[0243] Furthermore, the value of the aptitude parameter after the increase in the first round is displayed on the aptitude parameter display unit 152 b of the successor character selection screen 170 .

[0244] Competition factors are factors that increase the ability parameters of the character being developed. Competition factors are set for each of the high-difficulty competitions available in the main development game, such as GI (hereinafter referred to as factor-targeted competitions). Upon completion of the development game, a lottery is held for each factor-targeted competition in which the character being developed placed first, to determine whether or not to obtain a competition factor. By selecting a competition factor in this lottery, the character being developed will obtain the competition factor.

[0245] In addition, factor levels are also set for competition factors. For each competition factor that is determined to be obtained, the factor level is determined by lottery. In addition, there is no upper limit to the number of competition factors that a character can obtain, and a character can obtain multiple competition factors.

[0246] Each competition factor is pre-set with the ability parameter and its value of increase that increases upon activation. For example, a competition factor may increase the speed ability parameter, or another factor may increase the strength ability parameter. The higher the factor level, the greater the value of the ability parameter increase.

[0247] Furthermore, activation timing and conditions are set for each competition factor. During a factor activation round, a decision is made regarding whether to activate each competition factor. When a competition factor is activated, the corresponding capability parameter increases. Furthermore, the factor activation rounds for competition factors are limited to rounds 31 and 55. Furthermore, the activation probability of a competition factor during a factor activation round varies depending on the factor level, with higher levels increasing the probability of activation.

[0248] Character factors are factors inherent to a character. For example, if a character is developed as a development target character and enhanced to a specified level, the character factors set for that character will be assigned to the developed character upon completing the development game. Furthermore, only one character factor is set for each character, so a developed character can only acquire one character factor at most. Furthermore, if a developed character is generated based on a character that has not been enhanced to the specified level, no character factors will be acquired.

[0249] Furthermore, character factors can be activated during pre-set factor activation rounds, activated by selecting them in a lottery during the factor activation round. Activating a character factor triggers the activation of the inspiration activity set for each character factor, allowing skill inspiration as described above. Furthermore, activating a character factor increases the upper limit of a specified ability parameter.

[0250] Figure 12Figure B illustrates the effects of character factors. The increase in the upper limit of the ability parameter due to character factors is limited to the second and third activation times. However, character factors can also be activated during the first activation time. When a character factor is activated during the first activation time, as described above, the target character gains skill enlightenment, but the upper limit of the ability parameter does not increase.

[0251] Furthermore, when a character factor is activated for the second or third time, in addition to receiving skill enlightenment, the upper limit of the ability parameter also increases. Regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit is determined, for example, by lottery. Alternatively, the increase can be set so that the higher the factor level, the higher the value.

[0252] Furthermore, in this embodiment, the ability parameters whose upper limits increase when a character factor is activated are pre-set for each character factor. For example, character factor A increases the upper limit of endurance within a range of "3" to "6," while character factor B increases the upper limit of speed by "1" and the upper limit of perseverance by "2," or vice versa. Furthermore, whether a character factor is activated can be determined on a per-factor basis, similar to the basic ability factors described above, or individually for each utility.

[0253] Figure 11 The skill factors shown are assigned based on the acquired skills acquired during character development. Specifically, upon completing the development game, a lottery is conducted for each acquired skill acquired by the character to determine whether or not a skill factor is acquired. The skill factor is assigned to the character by selecting it in this lottery. In other words, the character can acquire some or all of the skill factors corresponding to the acquired skill. Furthermore, once a skill factor is acquired, the factor level of that skill factor is determined through a lottery.

[0254] Furthermore, skill factors can be activated during pre-set factor activation rounds, activated by selecting them in a lottery during the factor activation round. The higher the factor level, the higher the probability of selection. When a skill factor is activated, the enlightenment activity set for each skill factor occurs, allowing the enlightenment of the skill. This allows the character being developed to acquire the same skills as those already acquired by the inherited character.

[0255] As such, whether or not a skill factor is acquired is determined within the range of the character's acquired skills. Therefore, the more skills a character has acquired, the higher the probability of acquiring a skill factor. However, since skill factor acquisition is determined by lottery, there are cases where a character may not be able to acquire a skill factor even if they have acquired many skills.

[0256] In addition, here it is assumed that the development character obtains skill factors separately from the acquired skills, but it is also possible to not set skill factors and instead determine the skills that the development target character can obtain based on the acquired skills of the development character as the successor character.

[0257] As described above, the ability parameters of the target character vary greatly depending on the inherited character arranged in the deck. In addition, even if the ability of the character itself is very high, since it is determined by drawing a lottery whether to obtain factors, it is not necessarily the case that a character with high ability is suitable as an inherited character. On the other hand, even if the ability of the character itself is not high, it is sometimes possible to effectively function as an inherited character by obtaining a large number of factors with high levels of factors. Like this, by being able to arrange an inherited character in the deck, not only is it simply fun to develop a powerful character, but it is also fun to develop a character that is effective as an inherited character.

[0258] Furthermore, in this embodiment, the compatibility is determined between the development target character, the development character that inherits the first generation, and the development character that inherits the second generation. And, in the case of a combination of characters with good compatibility, the activation conditions of the factor become favorable.

[0259] Figure 13 A is a diagram illustrating the object of determination of the degree of compatibility. Figure 13 B is a diagram illustrating the items for judging the degree of compatibility. Figure 13 As shown in A, in this embodiment, there are seven judgment targets, No. 1 to No. 7. The first judgment target (No. 1) is the character being developed in the current generation and the character being developed in the first succession group. The second judgment target (No. 2) is the character being developed in the current generation and the character being developed in the second succession group.

[0260] The third judgment target (No. 3) is the character that inherits the first generation in the first succession group and the character that inherits the first generation in the second succession group. The fourth judgment target (No. 4) is the character that inherits the first generation in the current generation, the character that inherits the first generation in the first succession group, and the character that inherits the second generation in the first succession group (character A). The fifth judgment target (No. 5) is the character that inherits the first generation in the current generation, the character that inherits the first generation in the first succession group, and the character that inherits the second generation in the first succession group (character B).

[0261] The sixth judgment target (No. 6) is the character to be developed in the current generation, the character to be developed in the second succession group that succeeded the first generation, and the character to be developed in the second succession group (development character A). The seventh judgment target (No. 7) is the character to be developed in the current generation, the character to be developed in the second succession group that succeeded the first generation, and the character to be developed in the second succession group (development character B).

[0262] For each of the above-mentioned determination objects, it is determined whether the conditions are met for each of the multiple determination items. Figure 13 An example of a determination item is shown in B. In this embodiment, as a world view of the game, it is assumed that the characters that can be selected as characters to be developed are students, and each character undergoes training at a school.

[0263] Moreover, if Figure 13 As shown in Figure B, each character has been pre-configured with settings such as grade, colleagues, and close friends. Judgment criteria include, for example, whether the two or three characters being judged are of the same grade, colleagues, or close friends. Other criteria include whether the characters' preferred running styles, distance suitability, and venue suitability are compatible.

[0264] Furthermore, each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are satisfied between the characters as judgment objects are accumulated. Here, the expected compatibility value varies depending on the judgment item, but the expected compatibility value can also be common to all judgment items.

[0265] For example, when determining compatibility, first, a check is performed to determine whether all determination items are satisfied between the character of the current generation being developed, serving as the first determination object, and the character of the first generation being developed in the first succession group. At this point, the expected compatibility values ​​associated with the satisfied determination items are accumulated and counted. In this manner, the expected compatibility values ​​are counted sequentially from the first to the seventh determination object, and the activation probabilities of the factors are corrected based on the final calculated expected compatibility values. In other words, the higher the expected compatibility value, the higher the activation probability of all factors, while the lower the expected compatibility value, the lower the activation probability of all factors.

[0266] Alternatively, the activation probability may be calculated using the calculated expected compatibility value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined based on the calculated expected compatibility value.

[0267] Since the probability of a factor activating varies depending on the compatibility between the target character and the successor character, or between the successor characters themselves, the combination of two successor characters can have a significant impact on the development of the target character. In other words, the compatibility between characters is an important factor in determining the successor character.

[0268] like Figure 9 B. Figure 9 C and Figure 9 As shown in D, when the inherited character is selected, a compatibility mark indicating the quality of the compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the character development list screen 180. Here, the three compatibility marks of ◎, ○, and △ are used to indicate the compatibility level based on the selected character. Figure 9 As shown in A, when the inheritance role is not selected, the compatibility mark is not displayed.

[0269] In addition, if Figure 9 As shown in Figure 2B, a display switching button 183 is provided on the character development list screen 180. When the display switching button 183 is pressed, a display condition setting screen (not shown) is displayed. On this display condition setting screen, the player can set or filter the order of the developable character icons 182 displayed on the character development list screen 180, i.e., the developable characters that can be selected as successor characters.

[0270] <Registration of Assistance Card>

[0271] Figure 14 A is a first diagram illustrating the assist card layout screen 190. When two successor characters are registered in the successor character selection screen 170, the following is displayed: Figure 14A shows an assist card layout screen 190. An assist card display area 191 is provided in the center of assist card layout screen 190. Assist card display area 191 includes a plurality of assist card display frames 192. Furthermore, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of assist card layout screen 190.

[0272] A plurality of (here, six) assist card display frames 192 are displayed in the assist card display area 191. The same number of assist card display frames 192 as the number of assist cards that the player can set is displayed. Furthermore, when the assist card layout screen 190 is initially displayed, the assist card display frames 192 are displayed as blank spaces.

[0273] In this embodiment, the player can set six types of assist cards in the deck. Furthermore, some (e.g., five) of the six assist cards the player can set can be selected from the assist cards the player already has. Furthermore, the remaining (e.g., one) of the six assist cards the player can set can be selected from assist cards that have been set as rental cards by other players, such as friends.

[0274] Figure 14 B is a diagram illustrating the assist card selection screen 200. Figure 14 When the assist card display frame 192 (excluding the assist card display frame 192 displayed on the lower right) is clicked on the assist card layout screen 190 of A, the display 26 displays Figure 14 B shows an assist card selection screen 200. Card icons 201 corresponding to assist cards held by the player are displayed in a list on the assist card selection screen 200. By clicking a card icon 201 displayed on the assist card selection screen 200, the player can select an assist card.

[0275] Although not shown in the figure, clicking the assist card display frame 192 displayed in the lower right corner of the assist card arrangement screen 190 displays the assist cards set as rental cards by a friend or a player selected based on predetermined conditions such as a lottery on the assist card selection screen 200. By clicking the assist card displayed on the assist card selection screen 200, the player can select one of the friend's assist cards. In this way, the player can use assist cards held by other players in the development game.

[0276] As mentioned above, an assist card is necessarily associated with one character ID. In addition, a character card is also necessarily associated with one character ID. In addition, a unique character card ID is associated with each character card. In addition, a unique assist card ID is associated with each assist card. The character card ID and the assist card ID are identification information that are set separately from the character ID and are used to identify the type of card. In the preparation phase, the player needs to select the character card (character card ID), that is, the target character, and then select the assist card (assist card ID). In this embodiment, the character ID associated with the character card is not allowed to be repeated with the character ID associated with the assist card. Therefore, the player must select 6 assist cards that are associated with different character IDs.

[0277] Furthermore, the player must select an assist card associated with a character ID different from the character ID associated with the previously selected character card. Therefore, on the assist card selection screen 200, the assist card associated with the same character ID as the previously selected character card is identified and displayed. Examples of identifying the assist card include grayed-out display or an overlay display of an icon indicating that the assist card cannot be selected.

[0278] Figure 15 A is a diagram illustrating the assistance card table. Figure 15 As shown in Figure A, the assist card table stores the assist character's type (i.e., character ID), rarity, level, and specialized training for each assist card type (i.e., assist card ID) held by the player. Assist characters correspond one-to-one with assist card types. In other words, each assist card ID is always associated with a single character ID. In other words, each assist card is always associated with a single assist character.

[0279] In this embodiment, a rarity is set for each assist card. Regarding rarity, there are three levels: R (rare), SR (super rare), and SSR (super special rare). R is set to the lowest rarity, and SSR is set to the highest rarity. In this embodiment, there is a tendency that the higher the rarity of the assist card, the higher the assist effect described later. Furthermore, in this embodiment, there is a tendency that the higher the rarity of the assist card, the greater the number of skills and assist activities it possesses, described later.

[0280] Assist Card levels are divided into 50 levels, from Level 1 to Level 50. Players can increase the level of Assist Cards, and the level increased by the player is stored for each Assist Card. Assist Card levels can also be increased by using in-game currency, items, and other items. Furthermore, the level of Assist Cards has an upper limit based on their rarity.

[0281] For example, the upper limit of assist cards with a rarity of R is set to level 20, the upper limit of assist cards with a rarity of SR is set to level 25, and the upper limit of assist cards with a rarity of SSR is set to level 30.

[0282] Furthermore, the upper limit of the level can be increased in steps if specified conditions are met. For example, the upper limit of an R rarity assist card can be increased to a maximum of level 40, the upper limit of an SR rarity assist card can be increased to a maximum of level 45, and the upper limit of an SSR rarity assist card can be increased to a maximum of level 50.

[0283] Figure 15 B is a diagram illustrating the assistance effect. Figure 15 As shown in B, each Assist Card has multiple Assist Effects stored. Assist Effects are effects that improve various stats in the main game. Assist Cards have multiple Assist Effect Targets. Examples of Assist Effect Targets include Stamina, Speed, Endurance, Strength, Perseverance, and Intelligence.

[0284] Figure 15 C is a diagram that illustrates the skills held. Figure 15 As shown in Figure C, each Assist Card has multiple skills associated with it. In this embodiment, just as each character has skills, each Assist Card also has skills associated with it. The skills assigned to each Assist Card can be acquired by the character selected by the player through a enlightenment event in the main development game.

[0285] Figure 15 D is a diagram illustrating the assistance activity. Figure 15 As shown in D, each assist card is associated with multiple assist events. Assist events are events that may occur during the execution of the development main game. When an assist event occurs, the values ​​of various states in the development main game may increase or decrease.

[0286] For example, the support event can be determined based on the number of rounds or by a predetermined lottery. Alternatively, multiple support events can be selected in a single round. In any case, the support event can be determined using a predetermined, predetermined method.

[0287] Furthermore, assistance activities may include inspiration activities and ability activities. Furthermore, inspiration activities may include a first inspiration activity that may occur at the start of a round of the development game, and a second inspiration activity that may occur after the development game's training, which will be described later. Furthermore, ability activities may include a first ability activity that may occur at the start of a round of the development game, and a second ability activity that may occur after the development game's training.

[0288] The first inspiration activity and the second inspiration activity are activities that enable or acquire skills. Furthermore, the first and second ability activities are activities that increase or decrease the value of a character's ability parameter. Hereinafter, the first inspiration activity and the first ability activity are collectively referred to as the first activity, and the second inspiration activity and the second ability activity are collectively referred to as the second activity.

[0289] Figure 14 C is a second diagram illustrating the assist card layout screen 190. In this embodiment, when all six assist cards are selected, as shown in FIG. Figure 14 As shown in C, the start operation unit 193 becomes operable. On the other hand, if not all of the 6 assist cards are selected, as shown in FIG. Figure 14 As shown in A, the start operation unit 193 is inoperable.

[0290] When the return operation unit 153 is operated in the assist card layout screen 190, the display 26 displays Figure 9 D shows the inheritance role selection screen 170. Figure 14 As shown in FIG. 3 , when the start operation portion 193 is clicked on the assistance card layout screen 190, the selected assistance card is temporarily registered and displayed. Figure 16 A shows the final confirmation screen 205.

[0291] Figure 16 A is a diagram illustrating the final confirmation screen 205 . Figure 16 Figure B illustrates the preset selection screen 205A. Final confirmation screen 205 displays the player's selected character for development, the development characters that make up the first succession group, the development characters that make up the second succession group, and assist cards. Final confirmation screen 205 also displays a preset display section 205a. Preset display section 205a shows the number of the currently selected preset.

[0292] Here, the preset refers to the reservation information of the competition that the character to be developed will participate in in the development main game. The player can select any competition from all competitions to create a preset. Multiple presets can be saved, and in the final confirmation screen 205, one preset can be selected from the saved presets. Specifically, when the preset display part 205a is clicked, the preset display Figure 16 B shows the preset selection screen 205A.

[0293] On the preset selection screen 205A, preset read buttons 206a corresponding to the stored presets are displayed. The player can set a preset by clicking any preset read button 206a and then clicking the selection operation unit 206c. Clicking the selection operation unit 206c closes the preset selection screen 205A and displays the final confirmation screen 205. Clicking the cancel operation unit 206b on the preset selection screen 205A does not change the preset, and the preset selection screen 205A is displayed.

[0294] Furthermore, when the cancel operation portion 205c is clicked on the final confirmation screen 205, the assist card layout screen 190 is displayed. On the other hand, when the start operation portion 205b is clicked, the home screen 210 ( Figure 18 A).

[0295] <Registration of specific roles>

[0296] like Figure 4 As shown, after registering the scenario, development target character, successor character and assistance card, the next step is to register a specific character. The specific character is predefined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0297] As described above, when the development target character, successor character, assisting character (assisting card), and specific character are stored, the preparation phase processing ends.

[0298] <Processing during the development phase>

[0299] When the preparation phase is complete, the development phase begins. Through the development phase, the development of the target character can be progressed through the development main game. In addition, below, for easier understanding, the basic flow of the development main game will be explained first.

[0300] Figure 17 : is a diagram illustrating the selection items in each round. In addition, here, the selection items that can be selected in each round are different depending on the type of the character to be developed. However, it is also possible that the selection items that can be selected in each round are common regardless of the type of the character to be developed. Figure 17 As shown, the main development game consists of rounds 1 to 78. In addition, various parameters are updated according to the selection items selected by the player in each round.

[0301] Figure 18 This is a diagram illustrating the home screen 210. When the process is transferred to the development stage, the display 26 displays Figure 18The home screen 210 is shown. A stamina display unit 211 and a physical condition display unit 212 are displayed at the top of the home screen 210. A "stamina" parameter is set for the target character. This parameter is primarily used to calculate the probability of failure, or failure rate, in training, which will be described later. The stamina display unit 211 displays the target character's current "stamina" relative to the upper limit of "stamina" in a manner that allows users to visually understand the remaining balance.

[0302] Furthermore, a "physical condition" parameter is set for the character being developed. The physical condition display unit 212 displays the current "physical condition" of the character being developed using multiple levels (five levels: very poor, poor, average, good, and very good) to visually understand the character's current "physical condition." The higher the "physical condition" parameter, the more favorable the character's match performance will be, and the greater the improvement in the ability parameter achieved through training.

[0303] In addition, if Figure 18 As shown, the center of the home screen 210 displays an image of the target character, a status display 213, and a skill point display 214. The status display 213 shows the current status of the target character using numerical values ​​and letters indicating the level of each numerical value. Specifically, in this embodiment, the numerical values ​​and levels of each ability parameter, namely speed, endurance, strength, perseverance, and intelligence, are displayed. Furthermore, the skill point display 214 shows the skill points held by the target character using numerical values.

[0304] In addition, if Figure 18 As shown, a rest operation unit 215, a training operation unit 216, a skill operation unit 217, an outing operation unit 218, and a match operation unit 219 are displayed at the bottom of the home screen 210. In addition, the current round number is displayed at the upper left of the home screen 210.

[0305] In addition, the player can select any one of the rest operation unit 215 , the training operation unit 216 , the outing operation unit 218 , and the competition operation unit 219 in each round.

[0306] The player can select "Rest" as a selection item by operating the rest operation unit 215. When "Rest" is selected, the physical strength of the development target character is restored. In addition, the player can select the training to be performed by the development target character by operating the training operation unit 216.

[0307] Furthermore, the player can select "Go Out" as a selection item by operating the Go Out operation unit 218. Selecting "Go Out" increases the physical condition of the character being developed. Furthermore, the player can select the type of competition in which the character being developed participates by operating the Competition operation unit 219.

[0308] When the character to be developed performs any of the following: rest, training, going out, and participating in a competition, the current round ends and moves on to the next round.

[0309] Furthermore, in this embodiment, a match-limited round is set for each character, in which the rest control unit 215, the training control unit 216, and the outing control unit 218 cannot be selected. During the match-limited round, the rest control unit 215, the training control unit 216, and the outing control unit 218 are grayed out, and thus cannot accept player operations.

[0310] Therefore, in the match-limited round, the player must operate the match operation unit 219 to make the character to be developed participate in the match. Specifically, during the 13th round to the 72nd round, a match-limited round set for each character is set. Figure 17 In FIG. 1 , it is shown that the 20th round and the 30th round are the limited rounds of the game. Figure 17 As shown, rounds 74, 76, and 78 are set as match-limited rounds for all characters. In these three rounds, the player needs to make the character to be developed participate in a special match.

[0311] In addition, the skill operation unit 217 is always set to be selectable in all rounds. In addition, even if a skill is acquired, the round will not end, as will be described in detail later.

[0312] Figure 19 A is a first diagram illustrating the training screen 220 . Figure 19 B is a second diagram illustrating the training screen 220 . When the training operation unit 216 of the home screen 210 is operated, the training screen 220 is displayed on the display 26 .

[0313] like Figure 19 As shown in FIG. 2A , training items are displayed at the bottom of the training screen 220. Here, a speed operation unit 221, an endurance operation unit 222, a strength operation unit 223, a will operation unit 224, and an intelligence operation unit 225 are displayed.

[0314] When the player operates any of the operation units 221 to 225, the training item corresponding to the operation unit 221 to 225 on which the operation input is made becomes temporarily selected. At this time, the operation unit 221 to 225 corresponding to the training item in the temporarily selected state is highlighted. Figure 19 In A, the state where the force operating unit 223 is temporarily selected is shown. Figure 19 B shows a state where the endurance operation unit 222 is temporarily selected.

[0315] When an operation input is made again to the speed operation unit 221 that is temporarily selected, speed training is performed. Similarly, when an operation input is made again to the endurance operation unit 222, strength operation unit 223, perseverance operation unit 224, and intelligence operation unit 225 that are temporarily selected, endurance, strength, perseverance, and intelligence training are performed, respectively.

[0316] In addition, the training level for each training item is displayed on each operation unit 221-225. The training level is a parameter that increases based on the number of training sessions. The higher the training level, the greater the increase in the ability parameter when training is performed. The training level is initially set to level 1 and increases to a maximum of level 5.

[0317] Furthermore, a failure rate display unit 226 is displayed on the temporarily selected operation units 221 to 225 . The failure rate displayed numerically on the failure rate display unit 226 is set to increase in inverse proportion to the remaining physical strength displayed on the physical strength display unit 211 .

[0318] In addition, the state display unit 213 displays the increase value of the ability parameter when the training corresponding to the operation units 221 to 225 in the temporarily selected state is successful. Figure 19 In the example shown in A, the strength operation unit 223 is temporarily selected, and the endurance column of the status display unit 213 displays "+8" and the strength column displays "+10". Figure 19 In the example shown in B, the stamina operation unit 222 is temporarily selected, and the stamina column of the status display unit 213 displays "+15" and the perseverance column displays "+5".

[0319] In addition, when training is successfully performed, a predetermined activity may occur. In this case, the activity notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which the predetermined activity is to occur. In addition, the activity notification display 227 can be set to a different display mode depending on the type of activity.

[0320] Furthermore, during rounds where training is possible, characters may be assigned to various training items. These characters may include the aforementioned auxiliary characters, special characters, and other story characters that are distinct from these. During rounds where training is possible, a lottery is conducted to determine whether each character that may be assigned to training will be assigned to a training item, as well as the training item to which it will be assigned.

[0321] like Figure 19As shown in FIG. 2B , in the upper right portion of training screen 220, a configuration character icon 228 corresponding to the character configured during training (hereinafter referred to as the configuration character) is displayed for each item in temporarily selected operation units 221 to 225. Furthermore, if training is successful, a predetermined activity associated with the configuration character may occur. In this case, an activity notification display 227 is displayed on the corresponding configuration character icon 228.

[0322] In addition, when training with a configured character is successful, the parameter increase value of the development target character is higher than when training without any configured character is successful. In addition, training with configured characters is referred to as joint training below.

[0323] A bond meter bar 228a is also displayed below the configured character icon 228. This bar visually displays the bond parameters associated with the configured character. When the associated configured character successfully trains, the bond parameter for that configured character increases. The higher the bond parameter, the greater the increase in the target character's ability parameter upon successful training.

[0324] Furthermore, when a supporting character with a bond parameter exceeding a specified value is assigned to a specific training item, the Friendship Training state is enabled for that training item. If a training item with Friendship Training enabled is selected and training is successful, Friendship Training occurs. In other words, if a training item with Friendship Training enabled succeeds, normal Joint Training is upgraded to Friendship Training. In Friendship Training, the target character's ability parameters increase more significantly than in normal Joint Training.

[0325] Furthermore, each Assist Card (Assisting Character) is associated with one of five training items: Speed, Endurance, Strength, Perseverance, and Intelligence, as a Specialty Training. Furthermore, placing an Assisting Character in Specialty Training and having the Assisting Character's Bond Parameter be at or above a specified value are set as conditions for enabling Friendship Training.

[0326] Therefore, when a supporting character with a bond parameter exceeding a specified value is assigned to a training item for which the supporting character is skilled, a friendly training state is enabled for that training item. Furthermore, when a training item with a friendly training state enabled is selected and the training is successful, the target character's ability parameter is significantly increased compared to normal joint training.

[0327] Furthermore, assist cards (assisting characters) may include assist cards (assisting characters) that are not associated with a skill training. Furthermore, regardless of the training item assigned to an assist card (assisting character), a friendly training state may be set as enabled, conditional on the assisting character's bond parameter being at or above a specified value. Alternatively, a friendly training state may not be set for assist cards (assisting characters) that are not associated with a skill training.

[0328] As described above, in the present embodiment, the conditions for enabling friendship training are that the bond parameter of the assisting character is equal to or greater than a predetermined value and the assisting character is placed in a pre-set training item.

[0329] Figure 19 C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is made again to the temporarily selected operating units 221-225, the training corresponding to the inputted operating units 221-225 is performed. While the training is being performed, training result notification screen 220a is displayed on display 26. Training result notification screen 220a displays an image indicating whether the training was successful or unsuccessful.

[0330] Although not shown in the figure, during normal joint training, the training result notification screen 220a displays an image of the target character performing the training. The image displayed is specific to each training item. Furthermore, the image corresponding to each training item has a success mode displayed if the training is successful, and a failure mode displayed if the training fails.

[0331] Furthermore, if a training session for which a friendship training enabling state is set is successful, a dedicated friendship training performance is performed. The dedicated friendship training performance includes displaying a performance of an assisting character on the training result notification screen 220a. The assisting character displayed at this time is a character that meets the conditions set for enabling the friendship training.

[0332] For example, assume that character A is assigned as an assist character in a speed training event. In this case, assume that character A's bond parameter is above a specified value, and character A's (assist card) specialty is speed. In this case, the speed training event becomes available for friendship training. In this state, assume that the speed training event is selected and the speed training is successful. In this case, an image of character A is displayed on the training result notification screen 220a.

[0333] Furthermore, in some cases, multiple assisting characters assigned to the same training event in a round meet the conditions for enabling friendly training. For example, assume that four assisting characters, A, B, C, and D, are assigned to an endurance training event. In this case, assume that characters A, B, C, and D all meet the conditions for enabling friendly training. In this case, a dedicated friendly training performance is performed, with characters A, B, C, and D displayed simultaneously or sequentially on the training result notification screen 220a.

[0334] Furthermore, the Friendship Training Special Performance is a content in which a character that meets the conditions for the Friendship Training to occur trains with the character to be developed. Therefore, it can be said that the Friendship Training to occur condition is not only set for the training items, but also for the supporting characters.

[0335] Although not shown in the figure, a special effect is superimposed on the configured character icon 228 corresponding to the configured character set to the Friendship Training Enabled state. This allows the player to identify which configured character will initiate Friendship Training. Furthermore, when Friendship Training Enabled is set for any training item, a special effect is also superimposed on the training operation section 216 on the home screen 210. Thus, the player can also recognize that the Friendship Training Enabled state has been set on the home screen 210.

[0336] In addition, in the training result notification screen 220a, the ability parameters of the status display unit 213 are updated and displayed. In other words, the ability parameters of the development target character corresponding to the training item selected by the player are updated.

[0337] Here, Figure 19 A or Figure 19 The value of the ability parameter displayed on the status display unit 213 in B, which increases if the training is successful, is added. Furthermore, the display on the physical strength display unit 211 is updated according to the training program being performed. If any of the speed, endurance, strength, or stamina training is successful, physical strength decreases. On the other hand, if intelligence training is successful, physical strength recovers.

[0338] In the event of training failure, a prescribed penalty is imposed. Specifically, the penalty may include a decrease in physical strength, a decrease in the numerical value of an ability parameter, a decrease in physical condition, etc. Furthermore, for example, the penalty imposed when the failure rate is high may be more unfavorable (e.g., a greater decrease in physical strength, a greater decrease in the numerical value of an ability parameter, a greater degree of decrease in physical condition) than when the failure rate is low.

[0339] Alternatively, the penalty may be determined based on the training item. For example, if speed training fails, the value of the speed capability parameter may be reduced, while if strength training fails, the value of the strength capability parameter may be reduced. Furthermore, for some training items (e.g., intelligence), no penalty may be imposed even if training fails.

[0340] Figure 19 D is a diagram illustrating an activity screen 220b. When the display of the training result notification screen 220a ends, the activity screen 220b may be displayed on the display 26. Various activities are performed on the activity screen 220b. In addition, multiple activities may occur in one round.

[0341] For example, when the first or second inspiration event occurs, a skill is inspired. Once a skill is inspired, the player can spend skill points to acquire the skill. Multiple skills are available, and each skill may activate a specific ability. Each skill has specific activation conditions and effects, and when the activation conditions are met, the pre-defined effect is activated. Skills may also be activated during play, as described below.

[0342] In addition to the first and second inspiration activities that inspire skill acquisition, activities also include activities that restore physical strength, activities that reduce physical strength, first and second ability activities that increase or decrease ability parameters, activities that improve physical condition, and activities that reduce physical condition. Furthermore, activities include those with pre-defined rounds and those that occur after a predetermined lottery, which will be described in detail later. Furthermore, there are activities that occur at the start of a round and those that occur before the end of a round. When all activities have concluded, the home screen 210 related to the next round is displayed.

[0343] Figure 20 This is a diagram illustrating an example of an activity. As described above, various activities occur in the main development game. As described above, activities include dedicated activities set for each development target character, assist activities set for assist cards, and script activities set for each script. In addition, for the development target character, in addition to dedicated activities, there are various activities such as activities associated with selectable items in each round, activities associated with specific rounds, etc. Figure 20 A portion of the activities set for the character to be developed is shown in FIG.

[0344] For each activity set for the character to be developed, an activity occurrence condition is set, and the activity occurs when the activity occurrence condition is met. When the activity occurs, the activity screen set for each activity is displayed. Figure 20As shown, activities include, for example, target activities, competition activities, selection activities, branch activities, special activities, and mini-game activities.

[0345] A target activity is an activity set for each target competition. A target activity is triggered by achieving a goal in the target competition. For example, a goal set for a target competition might be achieving a specified ranking or participating in the target competition.

[0346] If the target character participates in a target competition and achieves the goal, a target event will occur after the competition. During the target event, a performance image of the target character appears. Parameter update conditions are also set for the target event. These update the ability parameters associated with the target character, such as the ability parameters.

[0347] The parameter update conditions for the target event vary depending on the target character's ranking. For example, if the target character wins a prize (2nd to 5th place), each of the five ability parameters increases by 2 points. On the other hand, if the target character wins the championship (1st place), each of the five ability parameters increases by 5 points. In this way, the target event is associated with the event's occurrence conditions, the performance image, and the parameter update conditions.

[0348] Furthermore, the target activity differs for each target character. Furthermore, multiple target matches are set for a single target character. Consequently, multiple target activities are set for a single target character. Different parameter update conditions are set for each of the multiple target activities. However, the same parameter update condition can also be set for some or all of the target activities. Alternatively, for example, only one parameter update condition can be set for a target activity. In this case, once the target is achieved, the parameters are updated uniformly regardless of the achieved position.

[0349] Although not shown in the figure, there are also target failure events, where failure to achieve a target is set as a condition for the event to occur. For example, if a player participates in a target competition but fails to secure the target finish position, a target failure event will occur. This target failure event also displays a predetermined performance image. If the target failure event occurs, the development game ends.

[0350] Competition activities are activities set up for each target character. Competition activities have multiple modes (here, three), and each mode has a set event triggering condition. Here, there are three event triggering conditions: winning (1st place), winning (2nd to 5th place), and losing (6th place or below) in a competition other than the target competition. Specifically, the competition activity has three modes: winning mode, winning mode, and losing mode. Furthermore, the competition activity of the mode corresponding to the achieved event triggering condition, that is, the achieved position in the competition, will occur.

[0351] When a game event occurs, a performance image set for each mode is displayed. Furthermore, for a loser mode game event, a parameter update condition is set that reduces the ability parameters of the character being developed. Furthermore, for a win mode game event, a parameter update condition is set that increases the ability parameters of the character being developed. Furthermore, for a win mode game event, a parameter update condition is set that significantly increases the ability parameters of the character being developed compared to the win mode. Thus, when a game event occurs and a performance image is displayed, the ability parameters are updated according to the mode of the game event that occurred.

[0352] A selection event presents players with options. There are many selection events. Each selection event has a set trigger condition, either a lottery selection or a specific round. A selection event with a specific round as the trigger condition will always occur in that round. When a selection event occurs, a performance image is displayed. This performance image includes images presenting multiple options to the player.

[0353] For example, in a selection activity, three options are presented: A, B, and C. The player can select any of these options from the performance image. Furthermore, for each option in the selection activity, a performance image and parameter update conditions are set. When the player selects an option, the performance image corresponding to the selected option is displayed. Furthermore, the parameters of the character being developed are updated according to the parameter update conditions corresponding to the option selected by the player.

[0354] For example, if option A is selected, skill enlightenment for skill A is obtained. Similarly, if options B and C are selected, skill enlightenment for skills B and C, respectively, is obtained. While this description describes the case where skill enlightenment is set as a parameter update condition, parameter update conditions set for the options in a selection activity are not limited to this. For example, a single selection activity can also have options for increasing and decreasing ability parameters.

[0355] Furthermore, for example, a single selection activity could include multiple options for increasing different ability parameters. Alternatively, a single selection activity could include an option for gaining skill enlightenment and an option for increasing or decreasing an ability parameter. In either case, the selection activity simply displays a different performance image for each option, and the parameters are updated based on the selected option.

[0356] Furthermore, in this embodiment, multiple selection activities are provided in which options are assigned advantages and disadvantages. For example, in this embodiment, there are selection activities in which options are assigned to increase ability parameters and options are assigned to decrease ability parameters. Furthermore, for example, there are selection activities in which options are assigned to obtain inspiration for powerful skills and options are assigned to obtain inspiration for weak skills.

[0357] Furthermore, there are also selection activities that are set with options for increasing ability parameters and options for not changing any ability parameters. Thus, in this embodiment, selection activities occur including a first mode corresponding to a first parameter update condition and a second mode corresponding to a second parameter update condition that is more disadvantageous to the player than the first parameter update condition.

[0358] In this way, when a selection activity occurs, a different performance image is displayed for each option selected by the player. Therefore, it can be said that the selection activity is provided for each option.

[0359] A branching event is an event where the performance branches midway. There are many branching events. Each branching event is triggered by a lottery selection or a specific round. When a branching event occurs, a performance image is displayed. This performance image is divided into a first half and a second half. The first half of the performance image has only one mode, while the second half of the performance image has multiple modes. Therefore, it can be said that branching events are set for each branch mode.

[0360] When a branching event occurs, the second half of the game's mode is determined. This latter mode can be determined by lottery or based on the parameters of the character being developed at that point in time. In other words, branching events have branching points, and the game switches between them. Unlike selection events, players cannot choose the branch destination.

[0361] Parameter update conditions are set for each of the second half of the branch activity. Figure 20As shown, if branch A is chosen, the Strength parameter is increased. Furthermore, if branches B and C are chosen, the Perseverance and Stamina parameters are increased, respectively. In this way, when a branch event occurs, a randomly selected performance image from among multiple performance images is displayed. Furthermore, the parameters updated, or the details of the parameter updates, vary depending on the performance image displayed.

[0362] For example, a special event occurs when a player is selected in a lottery during a specific round. Specifically, a special event is set as a condition for the player to be selected in a lottery during a specific round. Furthermore, a parameter update condition is set for a special event to significantly increase a specific parameter. For example, when a special event occurs, the physical condition parameter, the stamina parameter, and the five ability parameters are significantly increased.

[0363] Furthermore, conditions for the occurrence of special events may include being selected in a lottery and achieving all goals.

[0364] A mini-game event occurs with a predetermined probability when "Go Out" is selected during each round. When a mini-game event occurs, the mini-game begins. While the content of the mini-game is not particularly limited, it is desirable that the game result differ depending on the player's actions. The mini-game results are categorized as either a perfect success, a success, or a failure.

[0365] Additionally, mini-game activities have modes corresponding to the mini-game outcomes. Here, the mini-game activity modes include a highly successful mode, a successful mode, and a failed mode. A highly successful mini-game outcome sets the mini-game activity's conditions for the highly successful mode. Similarly, a successful mini-game outcome sets the mini-game activity's conditions for the successful mode and the failed mini-game outcome sets the mini-game activity's conditions for the failed mode.

[0366] Furthermore, as described above, the mini-game activity occurs when "going out" is selected and selected in a lottery. Therefore, it can be said that the activity occurrence conditions of the mini-game activity also include selecting "going out" and being selected in a lottery.

[0367] When the mini-game ends, a performance image corresponding to the mini-game outcome is displayed. Furthermore, for mini-game activities in Success mode, a parameter update condition is set to increase physical condition parameters. Furthermore, for mini-game activities in Extremely Success mode, a parameter update condition is set to significantly increase physical condition and stamina parameters compared to Success mode. Furthermore, no parameter update condition is set for mini-game activities in Failure mode. Therefore, if the mini-game results in a Failure, the parameters of the target character are not updated.

[0368] As described above, the events that occur in the main game include events that determine the performance mode to be performed from a plurality of performance modes, each associated with a different performance image and parameter update condition. When these events occur, the performance image corresponding to the determined performance mode is displayed. Furthermore, parameters are updated according to the parameter update condition corresponding to the determined performance mode.

[0369] In addition, although the examples herein focus on activities with parameter update conditions set, activities also include many activities without parameter update conditions set. Furthermore, activities include inherited activities.

[0370] Figure 21 A is the first diagram illustrating inheritance activity. Figure 21 B is the second diagram illustrating inheritance activity. Figure 21 C is the third diagram illustrating inheritance activity. Figure 21 Figure D is the fourth diagram illustrating the inheritance activity. In the aforementioned factor activation round, the inheritance activity occurs with the start of the round. Furthermore, this inheritance activity is a scenario-wide activity, described later, and always occurs in the same round, regardless of the player's selected scenario. In this embodiment, rounds 1, 31, and 55 are designated as factor activation rounds, and this description focuses on the case where the inheritance activity occurs in round 31.

[0371] When the 31st round begins, first, Figure 21 As shown in A, the character to be developed and the operation unit described as "touch" are displayed on the active screen 220b. When the operation unit displayed on the active screen 220b is clicked, as shown in FIG. Figure 21 An animated image including the character to be developed and two successor characters is displayed as shown in B. In addition, when the operation part is clicked, a lottery is performed to determine whether to activate all the factors possessed by the six development characters that inherit the first generation and the second generation.

[0372] Then, if Figure 21 As shown in C, the factors selected by the lottery for whether to activate are determined to be activated, and then, as shown in Figure 21 The type and value of the ability parameter or suitability parameter that increases by the activation of the factor are displayed as shown in D, and the parameter is updated. Figure 18 The home screen 210 shown in A allows the player to select any item. At this time, the state display unit 213 shows the increased values ​​of the ability parameter and suitability parameter displayed during the succession activity being added.

[0373] Figure 22 A is a first diagram illustrating the skill screen 230 . Figure 22B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 of the home screen 210 is operated, Figure 22 The skill screen 230 shown in A is displayed on the display 26. The skill point display unit 214 is displayed on the skill screen 230. The skill point display unit 214 displays the current skill points held by the development target character (player) in the same manner as described above.

[0374] A skill display area 231 is provided below the skill point display unit 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display columns 232 display acquired skills, skills pre-set for the character to be developed, skills acquired through various activities, etc. Figure 22 In A, three skill display bars 232 are displayed in the skill display area 231 . However, when a slide operation is input to the skill display area 231 , another skill display bar 232 is further displayed in the skill display area 231 .

[0375] The skill display area 231 displays the name of the skill, the conditions for activating the skill, and the effects when activated. Furthermore, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the number of skill points required to acquire the skill. Furthermore, an operation section labeled "+" or "-" is provided in the required points display section 233. By operating the operation section labeled "+", the player can select the skill displayed in the skill display bar 232. Furthermore, by operating the operation section labeled "-", the player can remove the selected skill displayed in the skill display bar 232.

[0376] Furthermore, if a first or second enlightenment event occurs for a skill, the skill points consumed to acquire that skill are discounted. Furthermore, if a character's enlightenment level is enhanced before the development game begins, the skill points used to acquire that skill are also discounted. For the inspired skill, the discounted skill points are displayed in the required points display section 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display section 232.

[0377] In addition, on the skill screen 230, skill display columns 232 corresponding to attainable skills and skill display columns 233 corresponding to unattainable skills are distinguished and displayed. For example, skill display columns 232 corresponding to already acquired skills and skill display columns 232 corresponding to skills that cannot be acquired due to insufficient skill points are grayed out (indicated by cross-hatching in the figure). Furthermore, in the skill display columns 232 corresponding to already acquired skills, an icon reading "Achieved" is displayed instead of the required points display portion 233.

[0378] Below the skill display area 231, a confirmation operation unit 235a, a reset operation unit 235b, and a return operation unit 235c are provided. When the confirmation operation unit 235a is operated while any skill is selected, a confirmation screen (not shown) is displayed. Furthermore, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is associated with the selected skill. In other words, the possessed skill is updated to an acquired skill.

[0379] For example, in Figure 22 In the state shown in A, it is assumed that the skill corresponding to the skill display bar 232 displayed at the top of the skill display area 231 has been acquired. In this case, the skill screen 230 is displayed as follows: Figure 22 B. Here, the skill display bar 232 displayed at the top of the skill display area 231 is grayed out. In addition, the skill point display unit 214 displays the remaining skill points after acquiring the skill.

[0380] Furthermore, when the reset operation unit 235b is operated, the selection state of all skills is canceled. Furthermore, when the return operation unit 235c is operated, the skill screen 230 is closed and the home screen 210 is displayed.

[0381] Figure 23 A is a first diagram illustrating a match selection screen 240. When the match operation unit 219 of the home screen 210 is operated, the game selection screen 240 is displayed. Figure 23 A is a match selection screen 240. The match has a gameplay in which the character to be developed competes with a so-called non-player character (hereinafter referred to as NPC).

[0382] The upper portion of the match selection screen 240 displays a physical strength display unit 211 and a physical condition display unit 212. Also displayed in the center of the match selection screen 240 is a match selection operation unit 241 for selecting a match event in which the character to be developed is to participate. Furthermore, a start operation unit 242 is displayed in the lower portion of the match selection screen 240. The matches selectable via the match selection operation unit 241 of the match selection screen 240 are pre-set for each round.

[0383] In addition, participation conditions are set in advance for each competition, and players can limit the character to participate in competitions that meet the participation conditions. As mentioned above, sometimes the number of supporters is specified as a participation condition for a competition. For competitions that do not meet the specified number of supporters, such as Figure 23A shows the participation conditions on the match selection operation unit 241 to inform that the match cannot be selected. In addition, in the round in which the target match is set, it is displayed on the match selection screen 240 that only the target match is selectable.

[0384] Figure 23 B is a diagram illustrating a match start screen 250. When the start operation unit 242 is operated in a state where a match event to be played is selected by the match selection operation unit 241, the screen 250 is displayed. Figure 23 B shows a match start screen 250. A strategy display unit 251 is displayed in the center of the match start screen 250. The currently selected strategy (Chase, Center, Front, Lead) is highlighted in the strategy display unit 251. A change operation unit 252 is also displayed in the strategy display unit 251. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the match to any desired strategy by operating the strategy change screen.

[0385] In addition, a result operation unit 253 and a game operation unit 254 are displayed at the bottom of the game start screen 250. When the game operation unit 254 is operated, a game screen (not shown) is displayed on the display 26. The game screen displays a moving image of the game (hereinafter also referred to as a game moving image).

[0386] Figure 23 C is a first diagram illustrating the game result screen 260 . Figure 23 D is a second diagram illustrating a match result screen 260. When the above-mentioned match motion image playback is completed and the result operation unit 253 is operated, the match result screen 260 is displayed on the display 26. In the match result screen 260, as shown in FIG. Figure 23 C shows the position of the character that has been developed in the game. Figure 23 The rank (Class) of the current character to be developed is displayed as shown in D.

[0387] In this embodiment, the character to be developed is ranked according to the number of supporters it has acquired. A range of supporters is set for each rank. Here, the character to be developed is classified into one of eight rank levels based on the number of supporters it has acquired. The match results screen 260 displays the cumulative number of supporters, calculated by adding the number of supporters earned in the current match to the number of supporters earned previously. The current rank corresponding to the cumulative number of supporters is also displayed.

[0388] Figure 24This diagram illustrates the general flow of the turn start process. The development phase process includes the turn start process executed at the start of each turn in the development game. Details of the turn start process will be discussed later, but here we will explain the general flow of the turn start process.

[0389] In the main character development game, each round determines whether various events will occur. Events are broadly categorized into three types: scenario events, the aforementioned dedicated events for each character development target, and support events. Furthermore, each scenario predefines the scenario events, dedicated events, and support events that can occur in the main character development game.

[0390] Scenario events are defined for each scenario in the main game. In this embodiment, multiple scenarios are provided, and players can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main game are determined based on the scenario selected by the player.

[0391] Scenario activities can also include both script-specific and script-common activities. Script-specific activities are activities associated with only one scenario. For example, a script-specific activity associated with the first scenario will only appear when the first scenario is selected and will not appear when another scenario is selected.

[0392] Furthermore, a scenario-common activity refers to an activity that appears in common in multiple scenarios. Therefore, a scenario-common activity appears both when the first scenario is selected and when the second scenario is selected.

[0393] Here, it is assumed that a script-specific activity and a script-common activity are provided as the script activity. However, only one of the script-specific activity and the script-common activity may be provided.

[0394] As described above, a dedicated event is an event pre-set for each character. In the development main game, a dedicated event for a character registered as a development target character by the player in the setup game, that is, the preparation phase process, occurs.

[0395] As mentioned above, assist events are pre-set for each assist card. Assist events associated with assist cards registered by the player in the setup game appear in the main development game. Assist events include a first event that can occur at the start of a round and a second event that can occur after training. The first event is determined at the start of a round based on a randomly acquired random number and the first event table.

[0396] Regarding the second event, after determining each assisting character deployed during training, a random number obtained and the second event table are used to determine whether the second event will occur. Furthermore, only when an assisting character is deployed during training, the second event is determined for that deployed assisting character.

[0397] Furthermore, in this embodiment, the first action is not limited to selecting an assist action associated with an assist card registered to the deck by the player during the setup phase. Alternatively, an assist action associated with an assist card selected from all assist cards installed in the game through a lottery can be selected. However, the probability of selecting an assist action associated with an assist card registered to the deck is higher than the probability of selecting an assist action associated with an assist card not registered to the deck.

[0398] In this way, the occurrence of scenario events is determined based on the scenario. Furthermore, the occurrence of dedicated events and support events is determined based on the character development target and support cards, respectively. These event types are distinguished by the information used to determine the occurrence of the event.

[0399] In contrast, in this embodiment, each activity is classified into one of six categories based on the content brought about by the activity. Here, each activity is classified into one of the following categories: first inspiration activity, second inspiration activity, first ability activity, second ability activity, adaptability activity, and story activity.

[0400] As described above, the first and second inspiration activities are activities that enable the acquisition of skills. Furthermore, the first and second ability activities are activities that increase or decrease the ability parameters of the character being developed. Suitability activities are activities that increase or decrease the suitability parameters of the character being developed. Story activities are activities that display stories related to the characters that appear in the development game. Furthermore, in addition to displaying the story, story activities may also cause changes in ability and suitability parameters.

[0401] Here, script activities include first inspiration activities, second inspiration activities, first ability activities, second ability activities, adaptive activities, and story activities. Furthermore, dedicated activities and support activities include first inspiration activities, second inspiration activities, first ability activities, and second ability activities. Furthermore, dedicated activities may also include story activities.

[0402] In this embodiment, the process at the start of the round includes the process of determining the scenario activity and the process of determining the dedicated activity. In addition, the illustration and description of the process of determining the scenario activity and the process of determining the dedicated activity are omitted here. Figure 24The "processing for determining whether to execute the first activity", "processing for determining whether to deploy a character and the training items to deploy the character", "processing for setting the state in which friendship training can occur", "processing for determining the increase value of the ability parameter", and "processing for setting the state in which the second activity can occur" are shown. In addition, various other processes are executed in the turn start process, but they will be described in order here. Figure 24 The processing shown.

[0403] <Processing for Determining Whether the First Event Occurs>

[0404] In the process of determining whether to execute the first event, a lottery is performed to determine the first event to be executed from among the assist events associated with all assist cards provided by the operator. At this time, the probability of selecting the assist event associated with the assist card registered in the deck by the player during the preparation phase is set high.

[0405] <Determining whether to deploy a character and processing the training items for deploying the character>

[0406] Figure 25 This diagram illustrates the placement ratios for training items. A placement determination table is stored in the player terminal 1 and server 1000. Training items for character placement are determined based on the placement determination table. In this embodiment, training items are determined for all supporting characters and story characters based on character identification information.

[0407] Here, the configuration decision table is set according to each character identification information, and in each configuration decision table, the configuration ratio of each training item is different. Specifically, according to the configuration decision table for assisting and specific characters, the decision to not configure in any training ("None" in the figure) is set to 10%, and the decision to configure in the training items of speed, endurance, strength, perseverance, and intelligence ("Speed," "Endurance," "Strength," "Perseverance," and "Intelligence" in the figure) are all set to 18%. This configuration decision table for assisting and specific characters is used when the character to be configured is set as an assisting character and is set as a specific character.

[0408] Furthermore, according to the specific character placement determination table, the decision to not place a character in any training is set at 20%, and the decision to place a character in the speed, endurance, strength, perseverance, and intelligence training programs is set at 16%. This specific character placement determination table is used when the target character is not set as an assisting character but as a specific character.

[0409] Furthermore, according to the assisting character placement determination table, the decision to not place a character in any training is set at 30%, and the decision to place a character in the speed, endurance, strength, perseverance, and intelligence training programs is set at 14%. This assisting character placement determination table is used when the target character is set as an assisting character and not as a specific character.

[0410] Furthermore, according to the placement determination table for other characters, the decision to not place a character in any training is set to 50%, and the decision to place a character in the training items of speed, endurance, strength, perseverance, and intelligence is set to 10%. The placement determination table for other characters is used when the target character is not set as an auxiliary character or a special character. Furthermore, the placement determination table for other characters can also be used when the target character is a story character, for example.

[0411] In addition, as mentioned above, the assist card (assisting role) is set with a proficiency training. In the case where the target role is an assisting role, it is also possible to Figure 25 The placement determination table shown in the figure can be modified to increase the probability of selecting the training items set for the assist cards. Alternatively, for example, an effect that increases the probability of being placed on a specific training item can be associated with some or all assist cards (assisting characters). For assisting characters associated with such an effect, the placement probability of being placed on a specific training item can be modified to increase.

[0412] In addition, each training item has an upper limit on the number of roles that can be placed. Here, "5" is set as the upper limit for all training items. Therefore, the maximum number of roles that can be placed in one training item is "5".

[0413] Furthermore, as described above, the training items to be associated with each role are determined. In this case, the order of the roles for which the training items are determined is arbitrary. Furthermore, for example, if a role has already reached its upper limit for the number of roles to be assigned to the training item to which the role is assigned, it may be decided not to assign that role to any training item. Alternatively, for training items that have reached their upper limit for assignment, they may be excluded from the selection process and the probability of their assignment to other training items may be altered.

[0414] However, the upper limit of the number of placements is not essential, and the placement characters may be placed in the training items according to the lottery results.

[0415] When the configuration characters are determined as described above, the configuration characters are associated with each training item, and the configuration information in which the training items and the configuration characters are associated is stored in the player terminal 1 and the server 1000 .

[0416] <Setting the state where friendship training can occur>

[0417] Return to Figure 24 As described above, once the configuration information is determined, the state in which friendship training can occur is set. Specifically, the assisting characters are extracted from the characters configured in the training project. Then, for the extracted assisting characters, it is determined whether the setting conditions for the state in which friendship training can occur are met. As described above, the setting conditions for the state in which friendship training can occur are set as follows: the training project in which the assisting character is configured is a proficiency in training, and the bond parameter associated with the assisting character is greater than a specified value.

[0418] Furthermore, information indicating that friendship training is possible is associated with the supporting characters that meet the conditions for enabling friendship training. Furthermore, information indicating that friendship training is possible is also associated with the training items configured with the supporting characters that meet the conditions for enabling friendship training. Thus, the friendship training is enabled.

[0419] <Processing for Determining the Increased Value of Capability Parameters>

[0420] In a round in which training can be performed, an increase value of the ability parameter when training is successful is determined for each training item.

[0421] Figure 26 A is a diagram illustrating a training level table. Figure 26 As shown in Figure A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, the training level related to speed, endurance, strength, perseverance, and intelligence is set to "Level 1". When the number of times each training is selected is 4 or more and 7 or less, the training level is set to "Level 2". When the number of times each training is selected is 8 or more and 11 or less, the training level is set to "Level 3". When the number of times each training is selected is 12 or more and 15 or less, the training level is set to "Level 4". When the number of times each training is selected is 16 or more, the training level is set to "Level 5".

[0422] Furthermore, here, the training level is described as increasing based on the number of training selections. However, the conditions for increasing the training level are not limited to this. For example, the training level may also increase or decrease based on the number of selections. Alternatively, the training level may also change based on the number of rounds. Furthermore, the training level is not essential.

[0423] In this embodiment, when the training selected by the player is performed and succeeds, the value of a predetermined ability parameter increases according to the performed training item.

[0424] Specifically, in this embodiment, when speed training is performed and successful, the values ​​of the speed and strength ability parameters increase.

[0425] In addition, when the training of endurance is performed and successful, the values ​​of the ability parameters of endurance and perseverance increase.

[0426] In addition, when strength training is performed and successful, the values ​​of the ability parameters of endurance and strength increase.

[0427] In addition, when the training of perseverance is performed and successful, the values ​​of the ability parameters of speed, strength, and perseverance increase.

[0428] In addition, when the training of intelligence is performed and successful, the values ​​of the ability parameters of speed and intelligence increase.

[0429] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a reward additional value described later to a fixed increase value determined according to the executed training program and training level.

[0430] Figure 26 B is a diagram illustrating a rising fixed value (speed) table. Figure 26 C is a diagram illustrating the rising fixed value table (force). Figure 26 B shows the rising fixed value when the training item is speed. Figure 26 C shows the rising fixed value when the training program is strength.

[0431] like Figure 26 B and Figure 26 As shown in FIG. 3 , the fixed value table for increasing the training program and the training level to be performed stores fixed values ​​for increasing the training program. Figure 26 B and Figure 26 As shown in C, it is set so that the ability parameter increases more significantly as the training level increases.

[0432] Although not described here, there are also provided fixed-value tables for increases when endurance, perseverance, and intelligence are selected as training items.

[0433] Furthermore, in this embodiment, numerous additional conditions are set for ability parameter calculations. For example, a specific character or supporting character can be assigned to a training item. In this case, a predetermined additional value is added to the fixed value for the increase. Alternatively, for example, growth rates for each training item can be pre-set for each target character. In this case, the fixed value for the increase is multiplied by the growth rate for each training item.

[0434] As such, if the addition condition is met, the additional value is added to the fixed value or multiplied by the specified addition rate. Finally, the calculated value is multiplied by the Friendship Bonus addition rate. The Friendship Bonus addition rate is used when the Friendship Bonus is enabled for the training program. Furthermore, the Friendship Bonus addition rate is calculated for each character configured in the training program.

[0435] For example, let's assume the Friendship Bonus bonus rate is 20%, and there are three characters configured with Friendship Bonus enabled, all assigned to the same training event. In this case, the Friendship Bonus bonus rate is 60%. Multiplying by the Friendship Bonus bonus rate increases the value of the ability parameter.

[0436] <Processing of Setting the Occurrence Status of the Second Activity>

[0437] Return to Figure 24 For the assisting character arranged in any training item, a second activity is set to be available. The second activity is selected by lottery from the assisting activities (second activities) associated with the assisting character (assisting card) arranged in each training item.

[0438] In this embodiment, a process is performed to determine whether to set the second activity to a state where all assisting characters arranged in the training program are enabled. If the player selects a training session in which an assisting character with the second activity enabled is arranged, the second activity occurs after the training session is performed.

[0439] Furthermore, there are cases where the second activity's enablement status is set for each of the multiple assisting characters configured in a single training program. In this case, during the training session, only one of the second activities set to enablement status may be executed. Alternatively, all second activities set to enablement status may be executed.

[0440] As described above, in the main development game, players can increase the ability parameters of the character being developed as rounds progress. Ability parameters increase through successful training or the occurrence of various events. The development game ends when all rounds are completed. Furthermore, if the set goals for each character are not achieved during the main development game, the development game ends at that point.

[0441] When the development game ends, the character developed in the development game is stored as the development character. More strictly speaking, information related to the development character developed in the development game (hereinafter referred to as development character information) is stored in association with the player ID. Furthermore, the development character information is stored on both the player terminal 1 and the server 1000. The development character information stored in association with the player ID includes ability parameters, suitability parameters, acquired skills, and inheritance information.

[0442] When the development game ends, the evaluation score of the developed character is calculated. Here, the evaluation score is calculated based on the ability parameters, suitability parameters, acquired skills, competition records, team competition records, etc. at the end of the development game. In addition, a method for calculating the evaluation score, in other words, a calculation formula for calculating the evaluation score is prepared in advance, and the evaluation score is calculated based on the prescribed calculation formula. In addition, the calculation method and calculation formula of the evaluation score are not particularly limited. For example, the evaluation score can also be calculated based only on the ability parameters, suitability parameters, acquired skills, etc. at the end of the development game, which are parameters that affect the outcome of the game when the development character participates in a team competition game or other game.

[0443] In addition, for the development characters, the development level is set based on the evaluation points. The development level is an indicator of the strength of the development character, and a range of evaluation points corresponds to each development level. For example, a development character with an evaluation score of 13000-14499 is given an "A+" development level, and a development character with an evaluation score of 14500-15499 is given an "S" development level. In this way, by assigning a development level based on the evaluation points, it is easy to know the approximate strength of the development character. In addition, the development character information can also include the evaluation score and development level.

[0444] Figure 27 A is the first figure illustrating the development completion screen 330. Figure 27 B is a second diagram illustrating the development completion screen 330 . Figure 27 C is a third figure illustrating the development completion screen 330. When the development game ends, Figure 27 As shown in FIG. 26, a development completion screen 330 is displayed on the display 26. In the development completion screen 330, the development level of the developed character is first displayed, and then, as shown in FIG. Figure 27 As shown in B, the evaluation score is displayed.

[0445] In addition, when a predetermined time has passed since the evaluation score was displayed, Figure 27As shown in FIG. 3C , the character development completion screen 330 displays the character development ability parameters, suitability parameters, and acquired skills. A close operation unit 331 is provided on the character development completion screen 330. When the close operation unit 331 is clicked, the character development completion screen 330 disappears and the home screen 100 is displayed on the display 26.

[0446] Furthermore, when the character development game ends, a lottery is performed for the factors that the character will acquire, and the factor information is associated with the character and stored. Although not shown in the figure, the player can display the factor information acquired by the character on the development completion screen 330. The factor lottery is performed according to pre-set conditions for each factor type. The probability of obtaining the factor is set based on the results of the development game.

[0447] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-mentioned development game will be described.

[0448] (Functional Structure of Player Terminal 1)

[0449] Figure 28 This figure illustrates the structure and computer functions of the memory 12 in the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the memory 12. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0450] The terminal side game control program includes an information setting processing program 700, a development game execution program 701, a development completion processing program 702, and a gallery processing program 703. Figure 28 The programs listed in are just examples, and many other programs are provided in the terminal-side game control program.

[0451] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, many storage units are also provided in the data storage area 12b. Here, information directly related to games such as development games (hereinafter referred to as game information) is stored in the game information storage unit 751. In addition, temporary storage of various information in the progress of each game such as development games is also carried out in the game information storage unit 751. Therefore, all information related to the development characters developed in the development games is stored in the game information storage unit 751. In addition, for example, all information other than game information, such as information related to the player or other players, and setting information of the player terminal 1, is used as player information. Player information is stored in the player information storage unit 750.

[0452] The CPU 10 executes the programs stored in the program storage area 12a to update the data in the various storage units of the data storage area 12b. Furthermore, by executing the programs stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a development game execution unit 701a, a development completion processing unit 702a, and a gallery processing unit 703a.

[0453] Specifically, the CPU 10 causes the information setting processing program 700 to execute, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 causes the development game execution program 701, the development completion processing program 702, and the gallery processing program 703 to execute, causing them to function as a development game execution unit 701a, a development completion processing unit 702a, and a gallery processing unit 703a, respectively.

[0454] When various information settings are made in the player terminal 1, the information setting processing unit 700a stores the set information as player information in the player information storage unit 750. When the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the updated information to the server 1000.

[0455] The development game execution unit 701a executes all processes related to the development game. Specifically, the development game execution unit 701a executes preparation phase processing and development phase processing.

[0456] When the development game is completed, the development completion processing unit 702a stores the development character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used in the development.

[0457] The gallery processing unit 703a enables viewing of the performance images displayed in the development game outside the development game.

[0458] (Functional Structure of Server 1000)

[0459] Figure 29 This figure illustrates the structure and computer functions of the memory 1012 in the server 1000. A program storage area 1012a and a data storage area 1012b are provided in the memory 1012. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0460] The server-side game control program includes an information setting processing program 1100, a development game execution program 1101, a development game end processing program 1102, and a gallery processing program 1103. Figure 29 The programs listed in are just examples, and many other programs are provided in the server-side game control program.

[0461] The data storage area 1012b includes a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Furthermore, the data storage area 1012b includes numerous other storage units. Game information for all players is stored in the game information storage unit 1151, associated with their player IDs. Furthermore, player information for all players is stored in the player information storage unit 1150, associated with their player IDs.

[0462] The CPU 1010 executes the programs stored in the program storage area 1012a to update the data in the storage units of the data storage area 1012b. Furthermore, by executing the programs stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a development game execution unit 1101a, a development game end processing unit 1102a, and a gallery processing unit 1103a.

[0463] Specifically, the CPU 1010 causes the information setting processing program 1100 to execute, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 causes the development game execution program 1101 and the development game end processing program 1102 to execute, causing them to function as a development game execution unit 1101a, a development game end processing unit 1102a, and a gallery processing unit 1103a, respectively.

[0464] When various information settings are made in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also measures time and updates the game points of each player.

[0465] The development game execution unit 1101a executes all processes related to the development game.

[0466] When the development game ends, the development game end processing unit 1102a generates evaluation scores and development levels for the developed character. Furthermore, the development game end processing unit 1102a determines the factors that the developed character will acquire through a lottery. Furthermore, development character information, including the character's ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used in development, is stored in the game information storage unit 1151, associated with the player ID.

[0467] The gallery processing unit 1103a manages various information for enabling the viewing of the staged images displayed in the development game outside the development game.

[0468] Furthermore, the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 share the same function of storing player information, but the specific processing content and the scope of the stored player information differ. Furthermore, the development game execution unit 701a in the player terminal 1 and the development game execution unit 1101a in the server 1000 share the same function of executing development game-related processes, but their roles, i.e., their scope of responsibilities, differ.

[0469] Next, the processing performed by each functional unit in the player terminal 1 and the server 1000 will be described using a flowchart.

[0470] (Processing by Player Terminal 1 and Server 1000)

[0471] <Processing related to development games>

[0472] Figure 30 This is a sequence diagram illustrating the processing related to the development game in 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). Furthermore, the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0473] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) to update the player information storage unit 750 based on the player's operation input. During this information setting processing, update information is transmitted to the server 1000. Upon receiving the update information, the information setting processing unit 1100a of the server 1000 updates the player information in the player information storage unit 1150 (S1).

[0474] In addition, player information updated in P1 and S1 includes, for example, profile information that players can set. Furthermore, when, for example, an operation to add another player as a friend or an operation to remove a friend is input as a setting change, information related to the friend, namely, friend information, is updated. Furthermore, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed to play the development game. If the game points are below the upper limit, the information setting processing units 700a and 1100a measure time and award a specified number of game points to the player at specified intervals.

[0475] When a development game start operation is inputted at the player terminal 1 to start the development game, the development game execution unit 701a executes a preparation phase process (P6). Furthermore, during this preparation phase process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the development game execution unit 1101a executes a preparation phase process (S6) based on the information received from the player terminal 1.

[0476] Figure 31 This is a flowchart illustrating the preparation phase processing (P6) in the player terminal 1. The development game execution unit 701a of the player terminal 1 executes the development target character selection screen display processing (P6-1). Here, the development game execution unit 701a displays the development target character selection screen 150 and temporarily registers the development target character based on the player's operation input.

[0477] Specifically, when a player inputs a display switching operation to switch the display screen, the development game execution unit 701a switches the display screen of the display 26. For example, when a long-press operation is input on the character icon 151 in the development target character selection screen 150, the development game execution unit 701a displays the character details screen 160. Furthermore, when the enhancement operation unit 163b is operated in the character details screen 160, the character enhancement screen 165 is displayed. Furthermore, when a selection operation (operation on the character icon 151) is input in the development target character selection screen 150, the development game execution unit 701a temporarily stores the character corresponding to the character icon 151 to which the selection operation was input and switches the display screen.

[0478] Furthermore, when a decision operation (operation on the next operation unit 154) is input on the development target character selection screen 150, the development game execution unit 701a temporarily registers the temporarily stored character as the development target character. Furthermore, the development game execution unit 701a obtains information related to representative characters extracted according to predetermined extraction conditions, such as the friend's representative character, from the server 1000 and displays the successor character selection screen 170.

[0479] Next, the development game execution unit 701a executes the successor character selection screen display process (P6-2). Here, when a display switching operation is input, the development game execution unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation on a development character icon 182) is input on the development character list screen 180, the development game execution unit 701a temporarily stores the character corresponding to the development character icon 182 subjected to the selection operation as the successor character and switches the display screen.

[0480] Furthermore, when a decision operation (operation on the next operation unit 154 ) is input on the succession character selection screen 170 , the development game execution unit 701 a displays the assist card arrangement screen 190 on the display 26 .

[0481] Next, the development game execution unit 701a executes the assist card selection screen display process (P6-3). Here, when a selection operation (an operation on the card icon 201 of an assist card) is input, the development game execution unit 701a temporarily stores the assist card corresponding to the selected card icon 201 and switches the display screen.

[0482] Furthermore, when a display switching operation for switching the display of the screen is input while the assist card layout screen 190 is being displayed, the development game execution unit 701a switches the display screen of the display 26. Furthermore, when a decision operation (operation on the start operation unit 193) is input, the development game execution unit 701a displays the final confirmation screen 205 on the display 26.

[0483] Next, the development game execution unit 701a executes a final confirmation screen display process (P6-4). Here, when a display switching operation for switching the display screen is input, the development game execution unit 701a switches the display screen of the display 26.

[0484] When a selection operation (operation on the selection operation unit 206c) is input on the preset selection screen 205A, the development game execution unit 701a temporarily stores the reservation selection information corresponding to the preset for which the selection operation was input, and switches the display screen.

[0485] When a decision operation (operation on the start operation unit 205b) is input on the final confirmation screen 205, the development game execution unit 701a executes the preparation phase completion process (P6-5). Here, the development game execution unit 701a determines whether the game points are greater than a specified value (e.g., 30). If the game points are greater than the specified value, a confirmation message is sent to the server 1000.

[0486] Furthermore, the confirmation information includes information for identifying the temporarily registered development target character, successor character, and assist card. Upon receiving the confirmation information, the server 1000 executes the preparation phase process (S6). The server 1000 determines whether to allow the execution of the development main game using the temporarily registered development target character, successor character, and assist card. Details will be described later.

[0487] After sending the confirmation information, the development game execution unit 701a registers the temporarily registered development target character when receiving the permission information from the server 1000. In addition, the development game execution unit 701a registers the development character temporarily stored as the successor character and the temporarily stored assist card into the deck.

[0488] Furthermore, the development game execution unit 701a registers the character ID of the character designated as the specific character based on the specific character information. Furthermore, the development game execution unit 701a sets initial character identification information. Furthermore, the development game execution unit 701a registers the temporarily stored pre-set reservation selection information. This concludes the preparation phase completion process, and the development main game begins.

[0489] Figure 32 This is a flowchart illustrating the preparation phase processing (S6) in the server 1000. Upon receiving the confirmation information, the development game execution unit 1101a checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the development target character selected by the player is included in the owned characters, the development game execution unit 1101a determines that there is no abnormality (S6-2).

[0490] If the character selected by the player is normal ("Yes" in S6-2), the development game execution unit 1101a checks whether the assist card selected by the player is normal (S6-3). In addition, in S6-3, if an assist card that the player does not have is selected, if the rental card selected by the player is not associated with the player ID, or if the assist character and the development character are the same, it is determined that there is an abnormality.

[0491] If the assist card selected by the player is normal ("Yes" in S6-4), the development game execution unit 1101a checks the development character information stored in the game information storage unit 1151 (S6-5). Then, if the development character selected by the player as the successor character is associated with the player's player ID, that is, if the development character developed by the player himself is selected as the successor character, the development game execution unit 1101a determines that there is no abnormality in the successor character ("Yes" in S6-6).

[0492] If the inherited character is determined to be normal, the development game execution unit 1101a determines whether the development character selected by the player as the inherited character includes other players' representative characters (S6-7). If other players' representative characters are included ("Yes" in S6-7), the development game execution unit 1101a determines whether the number of uses on that day is less than 3 (S6-8).

[0493] If the number of uses on that day is less than three ("Yes" in S6-8), the development game execution unit 1101a determines whether the player holds more than 2000 in-game currency (S6-9). In other words, in S6-8 and S6-9, it is determined whether the scheduling conditions are met. If the player holds more than 2000 in-game currency ("Yes" in S6-9), the development game execution unit 1101a increments the number of uses on that day by "1" (S6-10). Furthermore, the development game execution unit 1101a decrements the number of in-game currency held by the player information storage unit 1150 by 2000 (S6-11).

[0494] Furthermore, the development game execution unit 1101a deducts a specified value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the development target character, the inherited character, and the assist card, and if the arrangement conditions for using the representative character of another player are met, the development game execution unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive the permission information. On the other hand, if there is an abnormality in any of the development target character, the inherited character, and the assist card, or if the arrangement conditions for using the representative character of another player are not met, the development game execution unit 1101a sets disapproval information (S6-14) and causes the player terminal 1 to receive the disapproval information. When the disapproval information is received, the final confirmation screen 205 is displayed on the player terminal 1 to inform the player of the specified error.

[0495] Return to Figure 30 When the preparation phase (P6, S6) is completed, the development phase (P7) is executed by the development game execution unit 701a in the player terminal 1. Furthermore, during this development phase, communication is performed between the player terminal 1 and the server 1000. In the server 1000, the development phase (S7) is executed by the development game execution unit 1101a based on the information received from the player terminal 1.

[0496] Next, the development phase process (P7) executed by the player terminal 1 and the development phase process (S7) executed by the server 1000 will be described. However, for ease of understanding, the process in the player terminal 1 and the process in the server 1000 will be described in the order in which they are described.

[0497] Figure 33 This is a flowchart illustrating the development phase processing in server 1000. The development game execution unit 1101a of server 1000 waits for a start command from player terminal 1 (S7-1). Upon receiving the start command ("Yes" in S7-1), the development game execution unit 1101a executes the turn start processing (S10). The start command is transmitted from player terminal 1 to server 1000, for example, upon completion of the current turn-related processing or performance.

[0498] Figure 34 This is a flowchart illustrating the process of starting a turn in server 1000. The development game execution unit 1101a of server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn ("Yes" in S10-2), the development game execution unit 1101a executes the activation factor determination process (S10-3). Here, a decision is made regarding whether to activate a factor for each registered successor character.

[0499] Furthermore, the development game execution unit 1101a performs a process to determine whether an event should occur (S10-4). Here, the development game execution unit 1101a determines the event to be performed in the current round, including scripted events, dedicated events, and first events. Furthermore, the events determined here include the aforementioned branch events. If a branch event, whose branch destination was determined by the lottery, is determined, the branch destination, i.e., the mode of the branch event, is also determined.

[0500] In addition, if the current round is not a match-limited round ("No" in S10-5), the development game execution unit 1101a executes the configuration character determination process (S10-6). Here, the development game execution unit 1101a determines the configuration of specific characters such as auxiliary characters and story characters based on the configuration presence table ( Figure 25 ) and decides whether to configure and the training items of the role by drawing. At this time, when the training items of the role are determined, the development game execution unit 1101a associates the role with the determined training items and stores them.

[0501] Next, the development game execution unit 1101a executes friendship training setting processing (S10-7). Figure 24The "processing of setting a state where friendship training can occur" described above. Specifically, the development game execution unit 1101a extracts the assisting characters assigned to any training item. Furthermore, for each of the extracted assisting characters, the development game execution unit 1101a determines whether or not the conditions for enabling friendship training are met. The development game execution unit 1101a associates friendship training occurrence information with the assisting characters that meet the conditions for enabling friendship training. Furthermore, the training items in which the assisting characters that meet the conditions for enabling friendship training are assigned also associate friendship training occurrence information with the assisting characters.

[0502] Next, the development game execution unit 1101a executes the ability parameter determination process (S10-8). Figure 24 The "process of determining the increase value of the ability parameter" described above. Specifically, the development game execution unit 1101a selects one of the five training items as a training target. The development game execution unit 1101a obtains the training level of the ability parameter of the target and determines the fixed increase value.

[0503] Furthermore, the development game execution unit 1101a acquires character configuration information and determines the bonus value. Furthermore, the development game execution unit 1101a determines whether other bonus conditions are met and, based on the satisfied bonus conditions, determines the final bonus value for the training item being processed. The final bonus value for the ability parameter is determined for each training item.

[0504] Although detailed description is omitted, the ability parameter determination process determines the amount of physical strength loss or physical strength recovery when each training item is performed. In addition, the development game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the development target character.

[0505] Next, the development game execution unit 1101a executes the second activity occurrence determination process (S10-9). Figure 24 The "processing for setting the state in which the second activity can occur" described above. Specifically, the development game execution unit 1101a determines, through a lottery, whether to execute the assistance activity pre-set for the assistance card associated with the training item. Furthermore, assistance activities also include the aforementioned branch activities. Therefore, similar to S10-4, when the branch activity whose branch destination is determined by the lottery is executed, the branch activity mode is also determined.

[0506] Then, the development game execution unit 1101a stores the information determined in each of the above-mentioned processes as game information received by the player terminal 1 (S10-10).

[0507] Return to Figure 33When the development game execution unit 1101a receives the browsing information ("Yes" in S7-2), it executes flag update processing (S7-3). In the player terminal 1, when all performance images are displayed, the round ends. Details will be described later. During each round, various events occur, and performance images corresponding to the events are displayed. If the event is an unoccurred event that has not occurred so far, the player terminal 1 transmits the browsing information to the server 1000.

[0508] Here, the browsing information includes the activity ID assigned to each activity. Furthermore, the browsing information is assumed to be sent along with the start command. However, the timing of sending the browsing information is not particularly limited. For example, browsing information can be sent when various activities occur. Alternatively, browsing information can be sent collectively at the end of the development game.

[0509] Upon receiving the browsing information, the development game execution unit 1101a processes the performance images corresponding to the event to be browsed outside the development game. The server 1000 manages a browsing permission flag for each event occurring within the development game. During the flag update process, upon receiving the browsing information, the browsing permission flag for the event is turned on. With the browsing permission flag turned on, the player can then browse the performance images corresponding to the event outside the development game.

[0510] In this example, the player terminal 1 determines whether an event has occurred and transmits browsing information to the server 1000. However, the server 1000 may also determine whether an event has occurred. In this case, browsing information corresponding to all events that have occurred is transmitted to the server 1000. The server 1000 may then turn on the browsing permission flag for events that have not occurred based on the received browsing information.

[0511] Furthermore, upon receiving a skill acquisition command from player terminal 1 indicating the acquisition of any skill ("Yes" in S7-4), skill information, including skill acquisition information, is updated (S7-5). The acquired skill is associated with the acquisition information. Furthermore, the development game execution unit 1101a subtracts the skill points required to acquire the skill from the currently held skill points. Furthermore, the updated skill information is received by player terminal 1. Furthermore, server 1000 remains on standby until a selection command is received from player terminal 1 (S7-6).

[0512] Figure 35This is a flowchart illustrating the development phase processing in player terminal 1. The development game execution unit 701a of player terminal 1 waits for game information to be received from server 1000 (P7-1). Upon receiving the game information ("Yes" in P7-1), the development game execution unit 701a executes command setting processing (P7-2). This processing sets the commands selectable by the player based on the current round number.

[0513] The development game execution unit 701a also performs display control processing (P7-3) to display the game screen based on the received game information. Here, the development game execution unit 701a displays the home screen 210, training screen 220, and other screens based on the received game information. Specifically, the development game execution unit 701a displays and arranges the character icon 228 for each training item on the training screen 220. Furthermore, the development game execution unit 701a controls the display of the status display unit 213. Furthermore, the development game execution unit 701a causes special effects to be displayed on the operation units corresponding to the training items set to the state where friendship training can occur, as well as on the training operation unit 216 on the home screen 210.

[0514] Furthermore, when the skill operation unit 217 is operated ("Yes" in P7-4), the development game execution unit 701a executes the skill screen display process (P7-5). Here, the development game execution unit 701a obtains the possessed skill information, inspiration information, and acquired skill information. Then, the development game execution unit 701a generates the skill screen 230 based on the acquired information. Furthermore, when a skill acquisition operation for acquiring any possessed skill is input (clicking the decision operation unit 235a), the development game execution unit 701a sends a skill acquisition command to the server 1000. Subsequently, when skill information is received from the server 1000, the development game execution unit 701a updates the skill-related information related to the skill.

[0515] Furthermore, the development game execution unit 701a switches the display screen of the display 26 based on the player's operation input until a turn-ending operation is input ("No" in P7-6). Here, the turn-ending operation refers to an operation that ends the current turn, and includes operations on the rest operation unit 215, the exit operation unit 218, the speed operation unit 221, the endurance operation unit 222, the strength operation unit 223, the perseverance operation unit 224, the intelligence operation unit 225, and operations for determining the competition items of the game.

[0516] When a turn-end operation is input ("YES" in P7-6), the development game execution unit 701a transmits a selection command corresponding to the turn-end operation input by the player to the server 1000 (P7-7). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 ("NO" in P7-8).

[0517] Return to Figure 33 When a selection command is received from the player terminal 1 (Yes in S7-6), the development game execution unit 1101a executes a selection command reception process (S20).

[0518] Figure 36 This is a flowchart illustrating the selection command reception process in server 1000. Upon receiving a selection command indicating an operation input to the outing operation unit 218 ("Yes" in S20-1), the development game execution unit 1101a executes outing execution processing (S20-2). Here, an outing activity is determined that increases physical strength and physical condition parameters. Furthermore, the physical strength and physical condition parameters are updated based on the determined outing activity.

[0519] Upon receiving a selection command indicating an operation input to the rest operation unit 215 ("Yes" in S20-3), the development game execution unit 1101a performs a rest execution process (S20-4). Here, a rest activity is determined that increases the physical strength parameter. Furthermore, the physical strength parameter is updated based on the determined rest activity.

[0520] Upon receiving a selection command indicating the start of a match ("Yes" in S20-5), the development game execution unit 1101a performs a match execution process (S20-6). Here, a match simulation is performed based on the parameters of the development target character and the NPC participating in the match. Furthermore, the development game execution unit 1101a performs a reward assignment process (S20-7) to assign rewards to the player. Here, rewards are determined based on the simulation results, namely, the target character's arrival position, the progress of the match, and other factors, and the determined rewards are then assigned to the player.

[0521] Upon receiving a selection command indicating execution of any training ("Yes" in S20-8), the development game execution unit 1101a performs a success determination process (S20-9). The success of the training is determined based on a pre-calculated failure rate. The development game execution unit 1101a then updates various parameters based on the determination result in S20-9 (S20-10).

[0522] Furthermore, here, the ability parameters and the like are updated as determined in S10-8 at the start of training. Furthermore, the values ​​of the character's bond parameters are updated. The development game execution unit 1101a then sets result information including the results of the aforementioned outing execution process, rest execution process, match execution process, reward awarding process, success determination process, and updated various information, and causes the player terminal 1 to receive this result information (S20-11).

[0523] Return to Figure 35When the player terminal 1 receives the result information from the server 1000 ("Yes" in P7-8), the development game execution unit 701a executes the result information reception process (P20).

[0524] Figure 37 This is a flowchart illustrating the result information reception process in player terminal 1. The development game execution unit 701a determines the performance execution mode based on the received result information (P20-1). The development game execution unit 701a then executes the performance using the execution mode determined in P20-1 (P20-2). If training is successful, a performance dedicated to friendship training is executed.

[0525] Specifically, in P20-1, the development game execution unit 701a identifies the character associated with the successful training event and associated with information indicating that friendship training can occur. The development game execution unit 701a then determines the execution mode for the friendship training-specific performance corresponding to the identified character and the executed training event. The character associated with information indicating that friendship training can occur is displayed in the determined friendship training-specific performance.

[0526] Furthermore, as exemplified by the second activity, when an activity occurs after selecting a selection item ("Yes" on P20-3), the development game execution unit 701a performs a performance for the activity that occurs (P20-4). Furthermore, when a selection activity occurs, the development game execution unit 701a performs a performance to encourage the player to select an option.

[0527] The activities that occur here include the aforementioned selection activities, branch activities, and mini-game activities. These activities share the fact that the execution mode changes depending on the player's operation, parameters at the time of the activity, and so on. Thus, when a predetermined activity that causes a change in mode occurs ("Yes" on P20-5), the development game execution unit 701a transmits predetermined information to the server 1000 (P20-6).

[0528] Here, for example, when a selection event occurs, information indicating the option selected by the player is transmitted as the prescribed information. Alternatively, for example, when a branching event occurs where a mode is determined based on parameters, information corresponding to the executed mode is transmitted as the prescribed information. Furthermore, when a mini-game event occurs, processing is executed to cause the player to play the mini-game. Then, information indicating the outcome of the mini-game is transmitted as the prescribed information.

[0529] Return to Figure 33In the case where a predetermined event occurs in the server 1000 ("Yes" in S7-7), the server 1000 waits for receipt of predetermined information from the player terminal 1 (S7-8). Upon receiving the predetermined information, the development game execution unit 1101a determines a performance mode based on the received predetermined information (S7-9). Furthermore, the development game execution unit 1101a sets performance information indicating the performance mode determined in S7-9 and causes the player terminal 1 to receive the performance information (S7-10). Furthermore, the development game execution unit 1101a updates the parameters according to the parameter update conditions for the determined performance mode (S7-11).

[0530] Return to Figure 37 When the development game execution unit 701a receives the performance information from the server 1000 ("Yes" in P20-7), it performs the performance execution process (P20-8). Here, the performance image is displayed based on the received performance information.

[0531] The development game execution unit 701a then updates parameters based on the received result information and performance information (P20-9). Furthermore, the development game execution unit 701a determines whether the events that occurred during the round include any non-occurring events. If the events that occurred include any non-occurring events, the development game execution unit 701a transmits the aforementioned browsing information to the server 1000. Consequently, the browsing permission flag is turned on in the flag update process at S7-3 on the server 1000.

[0532] Furthermore, the development game execution unit 701a executes a flag update process (P20-11). Here, if an unoccurred activity occurs, the browsing permission flag for the occurring activity is turned on. Furthermore, if the unoccurred activity is a supporting activity, browsing information may not be transmitted in P20-10, and the browsing permission flag may not be updated to on in P20-11. Details will be described later.

[0533] In this embodiment, the updating of the browsing permission flag is performed by both the player terminal 1 and the server 1000. However, the updating of the browsing permission flag may be performed by only one of the player terminal 1 and the server 1000.

[0534] Then, when all performances executed in the current round are completed, the development game execution unit 701a sends a start command to the server 1000 (P20-12). This ends the current round in the player terminal 1. Then, when the server 1000 receives the start command, it executes the process related to the next round through the same process as described above.

[0535] Return to Figure 30In the server 1000, when the above-mentioned development stage processing (S7) is completed, the development game end processing unit 1102a executes the development game end processing (S8).

[0536] Figure 38 This is a flowchart illustrating the development game end processing in the server 1000. The development game end processing unit 1102a derives an evaluation score based on various parameters of the development target character (S8-1). Furthermore, the development game end processing unit 1102a derives a development level based on the derived evaluation score (S8-2).

[0537] Furthermore, the development game end processing unit 1102a determines the factors for obtaining the development character (S8-3). Furthermore, the development game end processing unit 1102a determines the rank based on the number of supporters obtained (S8-4). Furthermore, the development game end processing unit 1102a determines the intimacy points based on specified parameters such as the development level or the number of supporters (S8-5). Although detailed description is omitted, intimacy points are not points awarded to the development character, but rather points awarded to the character that serves as the basis for the development character.

[0538] Regarding the story screens mentioned above, there are multiple story screens for each character, and some of them have unlocking conditions. Among the story screens, there are story screens with intimacy points set as unlocking conditions. When the intimacy points reach a threshold, the player can view the story screen.

[0539] In addition, the development game end processing unit 1102a determines the alias (S8-6). Here, the conditions achieved in the development main game are confirmed to determine the alias obtained by the development character. In addition, the development game end processing unit 1102a determines the reward given to the player (S8-7). In addition, the development game end processing unit 1102a associates the development character information including evaluation points, development level, ability parameters, suitability parameters, acquired skills, inheritance information, factor information, rank, alias, etc. with the player ID of the player and stores them in the game information storage unit 1151 (S8-8). In addition, the development game end processing unit 1102a sets the development result information and causes the player terminal 1 to receive the development result information (S8-9).

[0540] Return to Figure 30 When the player terminal 1 receives the development result information, the development completion processing unit 702a executes the development game end processing (P8). Here, the development completion processing unit 702a stores the received development result information in the game information storage unit 751. In addition, the development completion processing unit 702a displays the development completion screen 330 (refer to Figure 27 A. Figure 27 B. Figure 27 C) is displayed on the display 26.

[0541] The above-described development game is implemented through the above-described processing. Furthermore, character development information related to the character developed (created) through the development game is stored in association with the player ID. Furthermore, the above-described processing by the player terminal 1 and server 1000 is merely an example. Furthermore, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.

[0542] As described above, in the development game, the parameters of the character being developed are updated. Furthermore, various events occur in the development game, and corresponding performance images are displayed. Players can view a variety of performance images in the development game, thereby enhancing the game's fun. However, in this embodiment, there are events that have parameter update conditions set, particularly events that are disadvantageous to the player.

[0543] Due to the nature of development games, it is extremely difficult for players to intentionally cause unfavorable events to occur simply to watch the performance images. For example, as mentioned above, it is difficult to intentionally fail in a mini-game or intentionally select an option with unfavorable parameter update conditions when a selection event occurs.

[0544] Furthermore, for example, different parameters may be updated across multiple activities. In development games, players progress according to their own development strategies. Therefore, depending on the player's development strategy, the selected activity may be fixed across multiple activities. As a result, the same performance images may be displayed consistently for some activities, potentially reducing the game's enjoyment.

[0545] Therefore, in this embodiment, a gallery function is provided that allows players to browse performance images of activities that occur in the growth game outside of the growth game. Through this gallery function, players can browse performance images corresponding to performance modes that occur in the growth game as many times as they want at any time. Furthermore, the gallery function allows players to browse performance images corresponding to performance modes that do not occur in the growth game by consuming specified props. The gallery function is described in detail below.

[0546] Figure 39 A is a diagram illustrating a gallery screen 400. When the Figure 3 When the gallery operation section 110b of the option setting screen 110 shown in B is displayed, Figure 39 A gallery screen 400 is shown. A speech gallery operation unit 400a and an event gallery operation unit 400b are displayed on the gallery screen 400. When the event gallery operation unit 400b is clicked, a character selection screen 410 is displayed.

[0547] Figure 39Figure B illustrates a character selection screen 410 for the speech gallery. Character selection screen 410 displays multiple selection images 411. Selection images 411 are created for each character. Selection images 411 include a character icon 411a and an unlock count indicator 411b. Although detailed descriptions are omitted, various characters are randomly displayed on home screen 100.

[0548] For example, when the home screen 100 is first displayed after logging in, multiple characters are randomly arranged and displayed on home screen 100. Furthermore, when the screen transitions from a predetermined game screen to home screen 100, such as after a development game is completed, characters are also randomly arranged and displayed. Home screen 100 is a screen displayed outside of the development game. When a character displayed on home screen 100 is clicked, a speech image corresponding to each character is displayed. The content of the speech image varies, but for example, a speech image includes an image of the character speaking to the player.

[0549] The character icon 411a is configured to recognize the face of the character displayed on the home screen 100. The character selection screen 410 displays selection icons 411 corresponding to all characters displayed on the home screen 100. Furthermore, as described above, in this embodiment, players can possess character cards. The character associated with the character card is a character that can be set as a development target character.

[0550] The characters displayed on the home screen 100 include characters associated with character cards. Therefore, the character selection screen 410 displays selection images 411 corresponding to characters that can be set as development targets. However, the home screen 100 may also include selection images 411 corresponding to characters that cannot be set as development targets.

[0551] Furthermore, players can possess character cards selected in a lottery (gacha) that can be executed by spending in-game currency. Therefore, players are not limited to possessing all the character cards provided by the operator. The characters configured on the home screen 100 are determined regardless of whether the player possesses a character card. In other words, characters associated with character cards that the player does not possess are also displayed on the home screen 100. Therefore, on the character selection screen 410, selection images 411 corresponding to characters that can be displayed on the home screen 100 are displayed regardless of whether the player possesses a character card or not.

[0552] Multiple speech images are provided for the character displayed on home screen 100. When a character displayed on home screen 100 is clicked, any one of the multiple speech images set for that character is randomly displayed. Each speech image is unlocked by being displayed on home screen 100. Only when the speech image is unlocked can it be viewed using the gallery function.

[0553] Therefore, speech images that have not been displayed on the home screen 100 are maintained in an unlocked state and cannot be viewed through the gallery function. In the unlocked number display part 411b, the number of speech images set for each character is displayed in the denominator, and the number of unlocked speech images is displayed in the numerator.

[0554] The selection image 411 functions as an operation unit for accepting a player's character selection operation. That is, the player can select a character by clicking the selection image 411. When the selection image 411 is clicked, the speech image selection screen 420 is displayed.

[0555] Figure 39 C is a diagram illustrating the speech image selection screen 420 . Figure 39 D is a diagram illustrating a speech image. Multiple selection operation units 421 are displayed on speech image selection screen 420. Each selection operation unit 421 is associated with the speech image of the character selected on character selection screen 410. The name assigned to each speech image is displayed on selection operation unit 421. Furthermore, selection operation unit 421 includes either an unlock button 421a or a play button 421b.

[0556] An unlock button 421a is provided on the selection operation section 421 associated with the speech image in the unlocked state. A key mark is superimposed and displayed in the upper left portion of the selection operation section 421 associated with the speech image in the unlocked state. On the other hand, a play button 421b is provided on the selection operation section 421 associated with the speech image in the unlocked state.

[0557] When the play button 421b is clicked, Figure 39 D. The speech image displayed by clicking the play button 421b is the same as the speech image displayed by clicking the character displayed on the home screen 100. In this way, the player can browse the speech image by clicking the play button 421b of the selection operation unit 421 in the speech image selection screen 420.

[0558] In contrast, the selection operation unit 421 corresponding to the unlocked speech image does not have a play button 421b. Therefore, the player cannot view the unlocked speech image. However, the player can unlock the unlocked speech image by consuming the unlocking item.

[0559] Specifically, when unlock button 421a is clicked, an unlock confirmation dialog box (not shown) is displayed. This unlock confirmation dialog box indicates that the unlocked item will be consumed and that the speech image can be viewed after unlocking. Then, when the execute button provided in the unlock confirmation dialog box is clicked, the speech image's status is updated to unlocked. Furthermore, the number of unlocked items held is deducted. Consequently, unlock button 421a on selection operation unit 421 is changed to play button 421b, and the player can then view the unlocked speech image.

[0560] Furthermore, unlocking items used to unlock speech images can be given to players as rewards for playing a development game. Furthermore, unlocking items can be purchased using in-game currency, for example. Furthermore, unlocking items can be distributed free of charge by the operator, or can be obtained by exchanging them for other items.

[0561] like Figure 39 As shown in FIG. 3 , a holding quantity display unit 422 is provided on the speech image selection screen 420. The holding quantity display unit 422 displays the number of unlocked items currently held by the player. In addition, a batch unlock button 423 is provided on the speech image selection screen 420. When the batch unlock button 423 is clicked, a batch unlock screen (not shown) is displayed. In the batch unlock screen, the player can select multiple speech images in an unlocked state. Moreover, when the execute button is clicked while multiple speech images in an unlocked state are selected, the status of all selected speech images is updated to unlocked. At this time, the number of unlocked items held is reduced by the same number as the unlocked speech images. In addition, when the close button 424 provided on the speech image selection screen 420 is clicked, the speech image selection screen 420 becomes non-displayed.

[0562] Figure 40 A is a diagram illustrating a character selection screen 450 for an event gallery. Figure 40 B is a diagram for explaining the assist card selection screen 455 for the event gallery. Figure 40 C is a diagram illustrating a scenario selection screen 460 for an event gallery. When the event gallery operation unit 400b is clicked on the gallery screen 400, the event gallery operation unit 400b is displayed. Figure 40 A character selection screen 450 is shown. A switch tab 451 is provided in the character selection screen 450. The switch tab 451 includes a character selection unit 451a, an assist card selection unit 451b, and a scenario selection unit 451c.

[0563] When the assist card selection portion 451b in the switch tab 451 is clicked, an assist card selection screen 455 is displayed. Furthermore, when the scenario selection portion 451c in the switch tab 451 is clicked, a scenario selection screen 460 is displayed. A plurality of selection images 452 are displayed in the character selection screen 450. A selection image 452 is provided for each character card held by the player.

[0564] The selection image 452 includes a character icon 452a and an unlocked number display portion 452b. Figure 40 Six selection images 452 are displayed in A. However, by scrolling the character selection screen 450 upward, more other selection images 452 are displayed on the character selection screen 450.

[0565] The character icon 452a is configured to identify the face of the character associated with the character card. The character selection screen 450 displays the selection icons 452 corresponding to all the character cards held by the player. Therefore, the character selection screen 450 does not display the selection icons 452 corresponding to the character cards that the player does not hold.

[0566] However, the selection image 452 corresponding to the character card that the player does not have may be displayed. In this case, the selection image 452 may be displayed in a manner that allows the player to distinguish between the character card that the player has and the character card that the player does not have.

[0567] Furthermore, the character cards include multiple character cards associated with different character card IDs and multiple character cards associated with the same character ID. For example, the multiple character cards associated with the same character ID may have different costumes. Character cards with different costumes are associated with different character card IDs. For example, in a development game, the costumes of the character being developed will be different when displayed.

[0568] As mentioned above, each character card is assigned various parameters for when it is registered as a character to be developed. Character cards with different costumes have different parameters for the character to be developed. Furthermore, each character card is assigned activities that can occur during the development game, details of which will be discussed later. Some activities are set differently for character cards with different costumes. However, the character wearing the costume itself, i.e., the main body of the character (face and body shape), remains the same across character cards with different costumes.

[0569] The selection image 452 is provided for each of a plurality of character cards with different costumes that are associated with the same character ID.

[0570] In unlocked quantity display section 452b, the number of activities set for each character card is displayed in the denominator, and the number of unlocked activities is displayed in the numerator. Unlocked quantity display section 452b displays the number of activities corresponding to the gallery function among the activities set for the character card. Furthermore, the activities set for each character card may also include activities that do not correspond to the gallery function.

[0571] The selection icon 452 functions as an operation unit for accepting a player's operation to select a character card. In other words, the player can select a character card, or in other words, a character associated with a character card, by clicking the selection icon 452. When the selection icon 452 is clicked, an action selection dialog box 470 is displayed.

[0572] Figure 41 A is a first diagram illustrating an activity selection dialog box 470 . Figure 41 Figure B is a second diagram illustrating the activity selection dialog box 470. The icons corresponding to the character cards and the character card names are displayed above the activity selection dialog box 470. Furthermore, a switch tab 471 is provided in the activity selection dialog box 470. The switch tab 471 includes a common operation section 471a and a costume operation section 471b.

[0573] Here, the activities set for character cards, in other words, the activities set for the characters associated with the character cards, are categorized into common activities and costume-specific activities. For example, the same common activities may be set for multiple character cards with different costumes. On the other hand, different costume-specific activities may be set for multiple character cards with different costumes.

[0574] In the activity selection dialog box 470, a plurality of selection operation units 472 are displayed. Each of the activities that can occur in the development game is associated with each of the plurality of selection operation units 472. The name assigned to each activity is displayed in the selection operation unit 472. Furthermore, the selection operation unit 472 is provided with either an unlock button 472a or a play button 472b.

[0575] Here, if Figure 41 As shown in A, when the common operation unit 471a is selected, the selection operation unit 472 is associated with the common activity. Figure 41 As shown in B, when the clothing operation unit 471b is selected, the selection operation unit 472 is associated with clothing-specific activities.

[0576] As mentioned above, in the game, when an event occurs and a performance image is displayed, the browsing permission flag is turned on. With the browsing permission flag turned on, the right to browse the performance image through the gallery function is unlocked. On the other hand, when the browsing permission flag is turned off, the performance image cannot be browsed through the gallery function. In other words, an event with the browsing permission flag turned off can be said to be in an unlocked state.

[0577] An unlock button 472a is provided on the selection operation section 472 associated with an unlocked activity. A key mark is superimposed on the upper left of the selection operation section 472 associated with an unlocked activity. On the other hand, a play button 472b is provided on the selection operation section 472 associated with an unlocked activity.

[0578] When play button 472b is clicked, a performance image is displayed. The performance image displayed by clicking play button 472b is the same as the performance image displayed when an event occurs in the development game. In this way, the player can browse the performance image for the event by clicking play button 472b in selection operation unit 472 in event selection dialog box 470.

[0579] In contrast, the play button 472b is not provided in the selection operation unit 472 corresponding to an unlocked activity. Therefore, the player cannot view the performance image of the unlocked activity. However, the player can unlock the performance image of the unlocked activity by consuming the unlocking item.

[0580] Specifically, when unlock button 472a is clicked, an unlock confirmation dialog box (not shown) is displayed. This unlock confirmation dialog box displays a message indicating that the unlocked item will be consumed and that the unlocked item will allow the player to view the performance image of the event. Furthermore, when the execute button provided in the unlock confirmation dialog box is clicked, the activity's viewing permission flag is updated from off to on. Furthermore, the number of unlocked items held is deducted. Consequently, unlock button 472a on selection operation unit 472 is changed to play button 472b, and the player can then view the performance image of the unlocked event.

[0581] In addition, here, the unlocking props for unlocking the activity are the same as the props for unlocking the above-mentioned speech image. However, the unlocking props for unlocking the activity may be different from the unlocking props for unlocking the speech image.

[0582] like Figure 41 A and Figure 41As shown in FIG. 4B , a holding quantity display unit 474 is provided in the activity selection dialog box 470. The holding quantity display unit 474 displays the number of unlocked items currently held by the player. In addition, a batch unlock button 475 is provided in the activity selection dialog box 470. When the batch unlock button 475 is clicked, a batch unlock screen (not shown) is displayed. In the batch unlock screen, the player can select multiple unlocked activities. Moreover, when the execute button is clicked while multiple unlocked activities are selected, the browsing permission flag of all selected activities becomes on, and the status is updated to unlocked. At this time, the number of unlocked items held is reduced by the same number as the unlocked activities. In addition, when the close button 476 provided in the activity selection dialog box 470 is clicked, the activity selection dialog box 470 becomes non-displayed.

[0583] In addition, if Figure 40 As shown in FIG. 3B , a plurality of assist card selection images 456 are displayed on the assist card selection screen 455. The assist card selection image 456 is provided for each assist card held by the player. The assist card selection image 456 includes a card icon 456a and an unlocked number display portion 456b.

[0584] The card icon 456a is configured to identify an assist card. The assist card selection screen 455 displays assist card selection images 456 corresponding to all assist cards currently held by the player. Therefore, assist card selection images 456 corresponding to assist cards not held by the player are not displayed on the assist card selection screen 455. The unlocked number display section 456b displays the number of assist activities set for the assist card in the denominator, and the number of unlocked assist activities in the numerator.

[0585] Assist card selection screen 456 accepts the player's selection operation for selecting an assist card. When an assist card is selected on assist card selection screen 455, an assist activity selection dialog (not shown) is displayed. The basic screen structure and functions of the assist activity selection dialog are the same as those of the activity selection dialog 470. Therefore, the player can browse and unlock assist activities in the assist activity selection dialog. Furthermore, the unlocking items required to unlock assist activities can be the same as or different from those required to unlock activities set for the character card.

[0586] In addition, if Figure 40 As shown in Figure C, a plurality of scenario selection images 461 are displayed on scenario selection screen 460. Scenario selection image 461 is provided for each scenario of the development game provided by the operator. Scenario selection image 461 displays the scenario name. In scenario selection image 461, the number of scenario activities set for the scenario is displayed in the denominator, and the number of unlocked scenario activities is displayed in the numerator.

[0587] Scenario selection screen 461 accepts a player's script selection operation. When a scenario is selected in scenario selection screen 461, a scenario event selection dialog (not shown) is displayed. The basic screen structure and functions of the scenario event selection dialog are the same as those of the event selection dialog 470. Therefore, the player can browse and unlock scenario events in the scenario event selection dialog. Furthermore, the unlocking items required to unlock scenario events can be the same as or different from those required to unlock events set for character cards.

[0588] As described above, the gallery function allows users to browse and unlock activities set for character cards (target character development), assist activities set for assist cards, and scenario activities set for scenarios. The browsing and unlocking of each activity is managed by a browsing permission flag on the player terminal 1 and server 1000. The browsing permission flag is described in detail below.

[0589] Figure 42 This is a diagram illustrating a browsing permission flag for an activity set on a role card. Figure 42 As shown, browsing data associated with a browsing permission flag is stored in the player terminal 1 and the server 1000 for each type of activity. Initially, the browsing permission flags for all activities in the browsing data are off. Then, when an activity occurs in the development game, the browsing permission flag for that activity is updated to on.

[0590] In addition, the player terminal 1 and the server 1000 are provided with forced unlocking data indicating whether forced unlocking is possible for each type of activity. The forced unlocking data stores information indicating whether the activity can be unlocked by using an unlocking item. Figure 42 In the event where forced unlock is set to "Enable", the browsing permission flag can be updated to "On" by using the unlock item. On the other hand, for the event where forced unlock is set to "Disable", the unlock item cannot be used.

[0591] exist Figure 42 In the example shown, the special event is limited to unlocking items. Therefore, in order to use the gallery function to browse the special event performance images, it is necessary to make the special event happen in the development game.

[0592] In addition, for the selection activity, a browsing permission flag is set for each option. Thus, for example, Figure 41 In the action selection dialog box 470 shown in A, a selection operation unit 472 is provided for each option. Specifically, when the play button 472b for selecting an action is clicked when option A is selected, the performance image that would have been displayed if option A had been selected is displayed. Furthermore, when the play button 472b for selecting an action is clicked when option B is selected, the performance image that would have been displayed if option B had been selected is displayed.

[0593] However, a single browse permission flag may be set for each selected activity. In this case, a single selection operation unit 472 corresponding to the selected activity is provided in the activity selection dialog box 470. Furthermore, when the selection operation unit 472 is clicked, the player may select an option, similar to the development game, and a performance image corresponding to the selected option may be displayed. Alternatively, when the selection operation unit 472 is clicked, an option may be randomly determined, and a performance image corresponding to the determined option may be displayed.

[0594] Furthermore, for mini-game activities, a browse permission flag is also set for each mini-game result. However, similar to the selection activity described above, a browse permission flag can also be set for each mini-game activity. Furthermore, when the selection operation unit 472 is clicked, the player can select one of the three modes, and the performance image corresponding to the selected mode can be displayed. Alternatively, when the selection operation unit 472 is clicked, a mode can be randomly selected, and the performance image corresponding to the selected mode can be displayed.

[0595] In addition, in the gallery function, only the performance images of the mini-game activities are displayed, and the mini-games cannot be played. However, it is also possible to play the mini-games in the gallery function.

[0596] In addition, as mentioned above, for branching activities, a common performance image is displayed until the branch point, and the performance image after the branch point is set to multiple modes. When a branching activity occurs in the development game, the mode after the branch point is determined based on the result of the lottery or the status of the development target character. However, a browsing permission flag is set for the branching activity. Therefore, for example, in Figure 41 In the activity selection dialog box 470 shown in A, only one selection operation unit 472 corresponding to the branch activity is provided.

[0597] Furthermore, when the play button 472b of the selection operation unit 472 is clicked, the mode after the branch point is randomly determined, and the performance image corresponding to the determined mode is displayed. However, for branch activities, as in the aforementioned selection activities, a browsing permission flag may be set for each mode after the branch point. In this case, the player can browse the performance image after selecting the mode after the branch point.

[0598] Figure 43 This is a diagram illustrating a browsing permission mark for assisting activities. Figure 43As shown, the player terminal 1 and server 1000 store browsing data associated with a browse permission flag and a browsed flag for each type of assistance activity. Initially, the browse permission flag and the browsed flag for all assistance activities are off in the browsing data. However, when an assistance activity occurs in the development game, the browsed flag for that activity is updated to on. In other words, the browsed flag is information used to identify whether an assistance activity has occurred in the development game and whether the performance image has been browsed.

[0599] As mentioned above, in the setup game of the development game, players can arrange six assist cards into their decks. One of these assist cards is a rental card borrowed from another player, such as a friend. Furthermore, in the development game, assist events can occur for assist cards not already arranged into the deck. Specifically, in the development game, if a card is selected in the lottery, assist events can occur for assist cards not already in the player's possession.

[0600] In other words, in the development game, assist events set for assist cards not included in the deck will occur with a specified probability. Furthermore, the probability of an assist event set for an assist card not included in the deck is lower than the probability of an assist event set for an assist card included in the deck. However, the probability of an assist event set for each assist card is the same regardless of whether the assist card is included in the deck.

[0601] As such, in this embodiment, during the development game, an assistance event set for an assistance card that the player does not possess may occur. In the gallery function, the player can only browse assistance events set for assistance cards that the player possesses. Therefore, if an assistance event set for an assistance card that the player does not possess occurs during the development game, the browsing permission flag will not be updated to on.

[0602] On the other hand, there are cases where, after an assist activity has occurred for an assist card that the player does not possess, the player subsequently possesses the assist card. In this case, the player has already caused the assist activity to occur for the newly possessed assist card. In this case, the browsing permission flag is turned on based on the player already possessing the assist card.

[0603] Therefore, if an unsuccessful assist event occurs, the player terminal 1 and server 1000 will turn on the viewed flag during the flag update process at P20-11 and S7-3, respectively. At this time, if the player holds an assist card associated with the assist event, the view permission flag will also be turned on. This allows the player to view the performance image of the assist event.

[0604] On the other hand, if the player does not possess the assist card associated with the assist event, the viewed flag is turned on, but the view permission flag remains off. Thus, even if an assist event occurs for an assist card that the player does not possess, the right to view the performance images using the gallery function is not unlocked.

[0605] If the player later acquires the assist card, the player references the "Viewed" flag on the newly acquired assist card. At this point, the "View Permission" flag for the assist activity whose "Viewed" flag was turned on is turned on. This unlocks the viewing rights for the assist activity that occurred at the time the assist card was acquired.

[0606] Furthermore, players can unlock access rights for assist events that haven't yet occurred by using unlocking items. However, unlocking items can only be used for assist events set for assist cards the player already holds. When an unlocking item is used, the access permission flag for the assist event selected by the player is turned on.

[0607] Here, the support card is associated with a character ID. Moreover, the support card includes multiple support cards associated with the same character ID. For example, Figure 43 The following figure shows four Assist Cards associated with the character ID "0001". Each Assist Card has a rarity level. Here, there are three rarity levels: R, SR, and SSR.

[0608] Two support events are set for support cards with a rarity of R. Support events are broadly divided into common events and continuous events. Support events set for support cards with a rarity of R are all common events. Furthermore, four support events are set for support cards with a rarity of SR. Furthermore, two common events and two continuous events are set for support cards with a rarity of SR.

[0609] In addition, there are 5 support events set for support cards with a rarity of SSR. Furthermore, there are 2 common events and 3 continuous events set for support cards with a rarity of SSR.

[0610] like Figure 43 As shown, the same common event is set for multiple Assist Cards associated with the same character ID. Furthermore, different sequential events are set for Assist Cards of varying rarity, such as SR or SSR. Sequential events are defined as Assist Events with a specific order of occurrence. For example, sequential events B1, B2, and B3 are set for the Assist Card with Assist Card ID "1001."

[0611] In the development game, if you select a lottery, Continuous Event B1 will appear. Furthermore, Continuous Event B2 will only appear if you select a lottery after Continuous Event B1 appears. Furthermore, Continuous Event B3 will only appear if you select a lottery after Continuous Event B2 appears. Thus, a continuous event consists of multiple events, each with a specific order of appearance. Thus, the later an event is set in the order of appearance, the less likely it is to appear in the development game. In contrast, common events are events with no specific order of appearance.

[0612] In this embodiment, the right to view continuous events can be unlocked by using unlockable items. Therefore, even for continuous events that are less likely to appear in the development game, the gallery function can be used to browse the performance images. This enhances the fun of the game.

[0613] In addition, the content of the above activities is just an example. Figure 43 Neither continuous event A1 nor continuous event A2 has occurred. In this case, using an unlocking item will unlock continuous event A2 without unlocking continuous event A1. However, in a continuous event, an unlocking item can be used only if the previous event in the order of occurrence has been unlocked.

[0614] The following describes processes related to the gallery function of the player terminal 1 and the server 1000. Of the processes related to the gallery function, only those related to the event gallery are described, and description of the processes related to the speech gallery is omitted.

[0615] (Processing by Player Terminal 1 and Server 1000)

[0616] <Processing related to the gallery function>

[0617] Figure 44 This is a sequence diagram illustrating gallery function-related processing in player terminal 1 and server 1000. When a player performs a gallery-related operation on player terminal 1, gallery processing unit 703a of player terminal 1 performs gallery-related processing (P100). Gallery-related operations include, for example, operations entered on gallery screen 400, character selection screen 450, assist card selection screen 455, scenario selection screen 460, and event selection dialog box 470.

[0618] Figure 45 1 is a first flowchart illustrating the gallery association process in the player terminal 1 . Figure 46This is a second flowchart illustrating the gallery-related processing in the player terminal 1. When the event gallery operation unit 400b is operated on the gallery screen 400 ("Yes" in P100-1), the gallery processing unit 703a extracts the character card's possession information (P100-2). Furthermore, the gallery processing unit 703a extracts the browsing permission flag for the event set for the character card (P100-3). Then, the gallery processing unit 703a generates the character selection screen 450 based on the extracted browsing permission flag and displays the character selection screen 450 (P100-4).

[0619] The gallery processing unit 703a then extracts the information about the assistance card (P100-5). Furthermore, the gallery processing unit 703a extracts the browsing permission flag for the assistance activity set for the assistance card (P100-6). Based on the extracted browsing permission flag, the gallery processing unit 703a generates the assistance card selection screen 455 (P100-7). Furthermore, the gallery processing unit 703a extracts the browsing permission flag for the scenario activity (P100-8). Based on the extracted browsing permission flag, the gallery processing unit 703a generates the scenario selection screen 460 (P100-9).

[0620] In addition, if Figure 46 As shown, when a play operation (operation of the play button 472b) is input ("Yes" in P100-21), the gallery processing unit 703a displays the performance image. Furthermore, when an unlock operation (operation of the unlock button 472a or the batch unlock button 475) is input ("Yes" in P100-23), the gallery processing unit 703a determines whether the number of unlocked items held is sufficient (P100-24). If the number of unlocked items held is sufficient ("Yes" in P100-24), the gallery processing unit 703a turns on the browsing permission flag for the selected activity (P100-25).

[0621] In addition, the gallery processing unit 703a deducts the number of unlocked items held (P100-26) and sends the unlock information to the server 1000 (P100-27). In addition, the unlock information includes information indicating the activity ID of the unlocked activity and information related to the number of unlocked items held. In addition, when the display switching operation for switching the display is input ("Yes" in P100-28), the gallery processing unit 703a switches the display screen (P100-29). Then, as shown in FIG. Figure 45 As shown, when the end condition of the gallery function is satisfied (P100-10), the gallery processing unit 703a ends the gallery-related processing.

[0622] Return to Figure 44When receiving the unlock information from the player terminal 1, the gallery processing unit 1103a updates the player information (S100) in the server 1000. Here, similarly to the player terminal 1, the browsing permission flag and the number of unlocked items are updated.

[0623] In addition, when the player inputs a gacha operation, the terminal-side game control unit 1A executes a lottery request process (P110). Here, a request message is sent to the server 1000 requesting the execution of a lottery of the gacha type (character card or assist card) and the number of times specified by the player. Upon receiving the request message, the server-side game control unit 1000A executes a lottery process (S110) in the server 1000. Here, the lottery of the specified gacha type is executed the specified number of times. In the server 1000, when the lottery process is completed, a holding information update process (S120) is executed.

[0624] Figure 47 This is a flowchart illustrating the owned information update process in server 1000. The gallery processing unit 1103a determines whether the cards selected in the lottery process (character cards, assist cards) include any unowned cards (S120-1). If any unowned cards are included ("Yes" in S120-1), the gallery processing unit 1103a updates the owned information of the selected unowned cards (S120-2).

[0625] If the unacquired card is an assist card ("Yes" in S120-3), the gallery processing unit 1103a copies the viewed flag of the assist card to the view permission flag (S120-4). Thus, if the assist activity set for the newly acquired assist card has already been viewed, the viewing privileges enabled by the gallery function are unlocked upon acquisition of the assist card. The gallery processing unit 1103a then sets result information indicating the result of the lottery process and causes the player terminal 1 to receive this result information (S120-5).

[0626] Return to Figure 44 In the player terminal 1, when the result information is received from the server 1000, the player information is updated (P120). Here, the card holding information and the browsing permission flag are updated based on the received result information.

[0627] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. Those skilled in the art will readily appreciate that various variations and modifications are conceivable within the scope of the claims and will readily appreciate that these variations and modifications fall within the technical scope.

[0628] The gameplay and processing in the player terminal 1 and server 1000 described in the above embodiment are merely examples. Furthermore, the above embodiment describes a development game as an example of a game type. However, the game type is not particularly limited. The gallery function described above can be widely applied to games that allow updating parameters associated with characters, such as RPGs (Roll Playing Games), card games, simulation games, and action games.

[0629] For example, in RPGs and action games, the parameters of the player's controllable character change differently when defeating an enemy versus being defeated by an enemy. Furthermore, different performances are performed when defeating an enemy versus being defeated. These performances can also be executed through the aforementioned gallery function. Furthermore, in RPGs, for example, players sometimes progress through the game by selecting from multiple enemies or areas. In these cases, performances corresponding to the game's progress are executed, but these performances can also be executed through the gallery function.

[0630] Furthermore, the above embodiment describes the use of the Gallery function outside of the character development game. However, the Gallery function can also be used within the character development game. In this case, even if a performance image is displayed within the character development game, the parameters of the character being developed will not be updated. In other words, the Gallery function allows the player to perform a performance at the desired timing, regardless of whether the player is in the character development game or not.

[0631] Furthermore, in the above embodiment, the gallery function displays performance images. However, the performances that can be reproduced using the gallery function do not necessarily include the display of performance images. For example, the gallery function may only output sounds such as background music and dialogue, and display text images. Furthermore, the performances performed using the gallery function may include both the display of performance images and the output of specified sounds.

[0632] In the above embodiment, selection activities, branch activities, and mini-game activities are provided. However, these activities are merely examples, and the content of the activities is not particularly limited. In other words, selection activities, branch activities, and mini-game activities are not required.

[0633] In the above embodiment, game points are required to play the development game. However, game points are not essential, and the development game can be played without any consideration.

[0634] That is, the information processing program may cause the computer (in the embodiment, either or both of the player terminal 1 and the server 1000 ) to perform the following processing.

[0635] (Processing performed by a computer)

[0636] The following processing is to progress a predetermined game (in the embodiment, as an example, a development game) in which parameters associated with a character are updated (in the embodiment, as an example, P7 and S7).

[0637] The following processing: In a specified game, the performance mode to be performed (in the embodiment, as an example, S7-9, S10-4, S10-9) is determined from multiple performance modes (in the embodiment, as an example, activities) corresponding to update conditions of different performance images and parameters.

[0638] The following processing is performed: displaying a performance image corresponding to the determined performance mode (in the embodiment, as an example, P7-3, P20-4, P20-8).

[0639] The following processing is to update parameters (in the embodiment, as an example, S7-11, P20-9) according to the update conditions (in the embodiment, as an example, parameter update conditions) corresponding to the determined performance mode.

[0640] The following process enables browsing of a performance image corresponding to a performance pattern occurring in a predetermined game (in the embodiment, as an example, S7-3, P20-11).

[0641] The following processing enables browsing of a performance image corresponding to a performance mode that does not occur in a predetermined game by consuming a predetermined item (in the embodiment, as an example, an unlocking item). (In the embodiment, as an example, P100-25)

[0642] Alternatively, a process may be performed in which, in a predetermined game, the player is caused to select any one of a plurality of options associated with any one of a plurality of performance modes (in the embodiment, as an example, P20-4).

[0643] Alternatively, a performance mode corresponding to the option selected by the player may be determined (in the embodiment, as an example, S7-9 and P20-8).

[0644] Alternatively, the plurality of performance modes may include a first performance mode corresponding to a first update condition (in an embodiment, as an example, a match victory in a competition activity), and a second performance mode corresponding to a second update condition that is more unfavorable to the player than the first update condition (in an embodiment, as an example, a match defeat in a competition activity).

[0645] Furthermore, the performance images that can be viewed by consuming a predetermined item may include performance images corresponding to the second performance mode.

[0646] Alternatively, a process may be executed in which in-game currency (in the embodiment, as an example, game points) held by the player is consumed in conjunction with the start of a predetermined game (in the embodiment, as an example, S6-12).

[0647] Furthermore, some of the functions in the development game described in the above embodiments may not be provided. Furthermore, some or all of the processing in the player terminal 1 described above may also be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may also be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential; for example, the entire program for executing the above-described game may be stored in the player terminal 1.

[0648] Furthermore, the information processing program for executing the processes in the above-described embodiments and various variations may also be stored in a computer-readable, non-transitory storage medium and provided in the form of the storage medium. Furthermore, a game terminal device including the storage medium may also be provided. Furthermore, the above-described embodiments and various variations may also serve as information processing methods for implementing the various functions and steps shown in the flowcharts.

[0649] Description of Reference Numerals

[0650] 1: Player terminal; 1000: Server; S: Information processing system.

Claims

1. An information processing program that causes a computer to perform the following processing: progressing a predetermined game in which parameters associated with a character are updated; In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated; executing a performance based on the determined performance mode; updating the parameters according to the update conditions corresponding to the determined performance mode; enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; as well as By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.

2. The information processing program according to claim 1, wherein The information processing program causes the computer to perform the following processing: in the predetermined game, the player selects any one of a plurality of options corresponding to any one of a plurality of performance modes; In the process of determining the performance mode to be performed, the performance mode corresponding to the option selected by the player is determined.

3. The information processing program according to claim 2, wherein The plurality of performance modes include a first performance mode corresponding to a first update condition and a second performance mode corresponding to a second update condition that is more disadvantageous to the player than the first update condition. The performances that can be performed by consuming the prescribed items include a performance corresponding to the second performance mode.

4. The information processing program according to any one of claims 1 to 3, wherein The information processing program causes the computer to execute a process for consuming in-game currency held by the player in conjunction with the start of the predetermined game.

5. An information processing method, which is performed by one or more computers, comprising: progressing a predetermined game in which parameters associated with a character are updated; In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated; executing a performance based on the determined performance mode; updating the parameters according to the update conditions corresponding to the determined performance mode; enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; as well as By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.

6. An information processing system comprising one or more computers, The computer performs the following processing: progressing a predetermined game in which parameters associated with a character are updated; In the predetermined game, a performance mode to be performed is determined from a plurality of performance modes to which different performance contents and update conditions of the parameters are associated; executing a performance based on the determined performance mode; updating the parameters according to the update conditions corresponding to the determined performance mode; enabling a performance corresponding to the performance pattern occurring in the prescribed game to be performed at a timing desired by the player; as well as By consuming a predetermined item, a performance corresponding to the performance pattern that does not occur in the predetermined game can be performed at the desired timing.