Information processing program, information processing method, and information processing system
Through computer processing and a parameter value update mechanism based on the game medium, the burden on players of developing multiple characters is reduced, the problem of decreased player motivation is solved, and a more efficient gaming experience is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2026-04-07
AI Technical Summary
In existing games, the burden on players when developing multiple characters is too great, leading to a decrease in their willingness to play the game.
The computer processes the ranking based on the specified parameter values of the game media owned by the player, and updates these parameter values according to specific conditions to provide favorable conditions to reduce the player's workload.
This reduces the player's workload, thereby suppressing the decrease in the willingness to play games.
Smart Images

Figure CN121816218A_ABST
Abstract
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] For example, in Patent Document 1 and Non-Patent Document 1, a game is disclosed in which the level of a character set by a player in a frame can be automatically raised to the same level as that of a character at a specified rank among characters manually cultivated by the player.
[0003] Prior Art Documents
[0004] Patent Documents
[0005] Patent Document 1: Japanese Patent No. 7298766 Gazette
[0006] Non-Patent Documents
[0007] Non-Patent Document 1: How to Use NIKKE Sync Device NIKKE https: / / gamewith.jp / nikke / article / show / 369927 Summary of the Invention
[0008] Problems to be Solved by the Invention
[0009] As described above, in the games of Patent Document 1 and Non-Patent Document 1, only the levels of some of the characters set by the player in the frame, that is, some of the characters owned by the player, can be raised. Therefore, when the player wants to cultivate many characters, the load becomes large, and the willingness to play the game may decrease.
[0010] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the load on the player and thus suppress the concern about the decrease in the willingness to play the game.
[0011] Solutions to the Problems
[0012] To solve the above problems, the information processing program causes a computer to perform the following processing:
[0013] Determine a rank based on the value of a specified parameter associated with a game medium owned by the player, and store the value of the specified parameter corresponding to the specified rank as a reference value;
[0014] For the game medium among the game media owned by the player, where the value of the specified parameter with respect to the reference value satisfies a specific condition, enable the value of the specified parameter to be updated according to a specified condition based on the operation of the player; and
[0015] For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.
[0016] Alternatively, the specified conditions may include consuming game media associated with the player.
[0017] The advantages include not consuming the consumable game media associated with the player.
[0018] Alternatively, the computer can be instructed to perform the following processing:
[0019] The display method of identification information corresponding to the game medium owned by the player is determined based on whether the value of the specified parameter relative to the benchmark value meets the specific conditions; and
[0020] The identification information is displayed on the screen in the determined display mode.
[0021] Alternatively, for the game medium that updates the value of the specified parameter to the baseline value according to the aforementioned favorable conditions, the value of the specified parameter can be further updated based on the aforementioned favorable conditions.
[0022] To solve the above problems, information processing methods are computer-based information processing methods, including the following processes:
[0023] The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value;
[0024] For a game medium owned by a player where the value of a predetermined parameter relative to a baseline value satisfies specific conditions, the value of the predetermined parameter can be updated according to predetermined conditions based on the player's actions; and
[0025] For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.
[0026] To solve the above problems, the information processing system is an information processing system equipped with a computer, wherein the computer performs the following processing:
[0027] The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value;
[0028] For a game medium owned by a player where the value of a predetermined parameter relative to a baseline value satisfies specific conditions, the value of the predetermined parameter can be updated according to predetermined conditions based on the player's actions; and
[0029] For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.
[0030] Invention Effects
[0031] According to the present invention, the player's workload can be reduced, thereby suppressing concerns about a decrease in the willingness to play games. Attached Figure Description
[0032] [ Figure 1 ] Figure 1 This is an explanatory diagram showing the outline structure of an information processing system.
[0033] [Figure 2] Figure 2A It is a diagram illustrating the hardware structure of the player's terminal. Figure 2B It is a diagram illustrating the hardware structure of the server.
[0034] [Figure 3] Figure 3A This is an example image illustrating the homepage screen. Figure 3B The first image is an example of a screen showing the confirmation of one's own character. Figure 3C The first image is an example of a screen showing the details of one's own character.
[0035] [Figure 4] Figure 4A The second image is an example of a screen showing the details of one's own character. Figure 4B The third image is an example of a screen showing the details of one's own character. Figure 4C The fourth image is an example of a screen showing the details of one's own character.
[0036] [ Figure 5 ] Figure 5 The fifth image is an example of a screen showing the details of one's own character.
[0037] [Figure 6] Figure 6A This is an example of a level screen for a normal level. Figure 6B This is an example of the level selection screen in a normal level. Figure 6C This is an example of a screen selection method used by a team.
[0038] [Figure 7] Figure 7A This is an example of a battle scene. Figure 7B This is an example of a picture illustrating the result screen. Figure 7C This is an example of a screenshot used to illustrate a report.
[0039] [Figure 8] Figure 8A This is a diagram illustrating the ID database for the training balls. Figure 8B This is a diagram illustrating the database of your own characters.
[0040] [Figure 9] Figure 9A The second image is an example of a screen showing the confirmation of one's own character. Figure 9B The first image is an example illustrating the use of the synchronization function on the details screen of one's own character.
[0041] [Figure 10] Figure 10A This is an example of a pop-up window confirming a level upgrade. Figure 10B The first image is an example illustrating the pop-up window for completing free equipment.
[0042] [Figure 11] Figure 11A The second image is an example illustrating the use of the synchronization function on the details screen of one's own character. Figure 11B The first image is an example of a pop-up window showing the completion of free Lv enhancement.
[0043] [Figure 12] Figure 12A This is an example of a pop-up window showing the overview of the pet. Figure 12B This is an example of a pop-up window confirming a level upgrade.
[0044] [Figure 13] Figure 13A The first image is an example of a screen showing the details of your own character after obtaining a training ball. Figure 13B This is an example of a pop-up window indicating the completion of free equipment.
[0045] [Figure 14] Figure 14A The second image is an example of a screen showing the details of your own character after obtaining the training ball. Figure 14B This is an example of a pop-up window illustrating the completion of free Lv enhancement.
[0046] [ Figure 15 ] Figure 15 This is an example of how to enhance the visual effect.
[0047] [ Figure 16 ] Figure 16 It is a diagram illustrating the structure of the memory in the player's terminal and its function as a computer.
[0048] [ Figure 17 ] Figure 17It is a diagram illustrating the structure of the storage in a server and its function as a computer.
[0049] [ Figure 18 ] Figure 18 This is a flowchart illustrating the synchronization management process in the server.
[0050] [ Figure 19 ] Figure 19 This is a flowchart illustrating the processing of the player's character details screen on the player's terminal.
[0051] [ Figure 20 ] Figure 20 This is a flowchart illustrating parameter change processing in the server. Detailed Implementation
[0052] The following describes one embodiment of the present invention in detail with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the above embodiments are merely examples for ease of understanding and are not intended to limit the invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function or structure are labeled with the same reference numerals, thereby omitting repeated descriptions. Additionally, elements not directly related to the present invention are omitted from the illustrations.
[0053] (Overall structure of information processing system S)
[0054] Figure 1 This is an explanatory diagram showing the general structure of the information processing system S. The information processing system S is a so-called client-server system, including a player terminal 1, a server 1000, and a communication network N with a communication base station Na.
[0055] Player terminal 1 can establish communication with server 1000 via communication network N. Player terminal 1 broadly includes electronic devices capable of establishing wireless or wired communication connections with server 1000. Examples of player terminal 1 include smartphones, mobile phones, tablets, personal computers, and gaming devices. In this embodiment, the case of using a smartphone as player terminal 1 will be described.
[0056] Server 1000 is capable of communicating with multiple player terminals 1. Server 1000 accumulates various information (player information) based on each player ID used to identify the player playing the game.
[0057] Communication base station Na is connected to communication network N, enabling wireless transmission and reception of information with player terminal 1. Communication network N consists of mobile phone networks, the Internet, LAN (Local Area Network), dedicated lines, etc., to realize wireless or wired communication connections between player terminal 1 and server 1000.
[0058] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as game devices G. The player terminal 1 and the server 1000 respectively share the responsibility of controlling the progress of the game, and the game can progress through the cooperation between the player terminal 1 and the server 1000.
[0059] (Hardware structure of player terminal 1 and server 1000)
[0060] Figure 2A This is a diagram illustrating the hardware structure of player terminal 1. Additionally, Figure 2B This is a diagram illustrating the hardware structure of server 1000. (For example...) Figure 2A As shown, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage device 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.
[0061] In addition, such as Figure 2B As shown, the server 1000 is configured to include a CPU 1010, a storage device 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.
[0062] Furthermore, the structure and function of the CPU 1010, storage device 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 those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the hardware structure of the player terminal 1 will be described below, while the description of the server 1000 will be omitted.
[0063] The CPU 10 causes the program stored in the storage device 12 to perform actions to control the progress of the game. The storage device 12 is composed of ROM (Read Only Memory) or RAM (Random Access Memory) and is used to store the program and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via bus 14.
[0064] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0065] The storage unit 18 is composed of ROM or RAM and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 can be loaded into the storage device 12 by the CPU 10.
[0066] The communication unit 20 communicates wirelessly with the communication base station Na, and sends and receives various data and program information with the server 1000 via the communication network N. In the player terminal 1, programs and other data received from the server 1000 are saved to the storage device 12 or the storage unit 18.
[0067] The input unit 22 may consist of, for example, a touch panel, buttons, keyboard, mouse, D-pad, analog controller, etc., capable of inputting player operations (accepting operations). Alternatively, the input unit 22 may be a dedicated controller installed on the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer 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 includes devices that enable the player's intentions to be input in a recognizable manner.
[0068] 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) 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 overlapping the display 26 as the input unit 22.
[0069] (Game content)
[0070] Next, an example will be used to explain the content of the game provided by the information processing system S (game device G) of this embodiment. In this embodiment, a so-called battle game in which player characters fight against enemy characters is provided. Specifically, in the game of this embodiment, multiple player characters are provided. Players select multiple (here, 5) player characters from the provided player characters to form a squad. In addition, players can play various battle games with enemy characters and different difficulty levels. In the battle game, the goal is for the player characters in the squad to defeat the enemy characters (clear the stage) and obtain rewards.
[0071] Figure 3A This is an example image illustrating the homepage screen. Figure 3B This is an example of a screen showing the confirmation of one's own character. Figure 3C The first image is an example of a screen showing the details of one's own character. Figure 4A The second image is an example of a screen showing the details of one's own character. Figure 4B The third image is an example of a screen showing the details of one's own character. Figure 4C The fourth image is an example of a screen showing the details of one's own character. Figure 5 This is the fifth image, illustrating an example of a screen displaying details of one's own character. The game screen can be displayed on the monitor 26 of the player's terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0072] The normal screen is primarily used for players to check various settings and information. On the other hand, the battle screen is the screen displayed on monitor 26 from the start of the battle game until its end. Here, all screens other than the battle screen are considered normal screens. Regarding the normal screen, there are... Figure 3A The homepage shown Figure 3B The screen showing your character confirmation and level screenshots (see reference) Figure 6A The game features multiple screens, including the shop screen (not shown), guild screen (not shown), gacha screen (not shown), and menu screen (not shown).
[0073] In a typical scene, for example Figure 3A As shown, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 contains multiple control units that the player can operate (click). These include a home screen selection control unit 30a labeled "Home," a player character confirmation screen selection control unit 30b labeled "Character," a stage screen selection control unit 30c labeled "Stage," a gacha screen selection control unit 30d labeled "Gacha," and a menu screen selection control unit 30e labeled "Menu."
[0074] When the home screen selection operation unit 30a is clicked, the following is displayed on the monitor 26: Figure 3A The homepage screen shown. Additionally, when the player selects the operation unit 30b on the character confirmation screen, the following is displayed on monitor 26: Figure 3B The screen showing the confirmation of your own character is displayed. Similarly, when the level selection control unit 30c is clicked, the screen 26 displays... Figure 6A The level screen shown is shown. Additionally, when the gacha screen selection unit 30d is clicked, a gacha screen (not shown) is displayed on monitor 26. Furthermore, when the menu screen selection unit 30e is clicked, the menu screen is displayed on monitor 26. Moreover, the game settings and various information can be viewed on the menu screen; detailed explanations are omitted here.
[0075] In the menu bar 30, the operation section corresponding to each screen is highlighted, making it possible to identify the screen currently displayed on the monitor 26.
[0076] Figure 3AThe homepage shown is equivalent to the initial screen, with a header display area 31 at the top. The header display area 31 displays level information 31a, which represents the player's level associated with the player ID (an association has been established), a stamina display bar 31b, which represents the player's stamina associated with the player ID, and the amount of first currency and second currency associated with the player ID.
[0077] Furthermore, stamina is a parameter required for playing combat games. In this embodiment, various combat games are provided, and for each game, a stamina consumption value and the number of challenges per day are set. When playing a combat game with a set stamina consumption value, the player consumes stamina to play, therefore, if stamina is insufficient, the player cannot play the combat game.
[0078] When players complete a battle game, they receive a set amount of experience points, the details of which are omitted here. Furthermore, the player's level increases whenever their experience points reach a certain value. There is a management cap on player levels; even with experience points gained, the player's level will not exceed this cap. This management cap is set by the operators and increases at designated times.
[0079] In addition, a maximum stamina value is set for the player's level, and this maximum value increases as the player's level rises. Stamina recovers to a predetermined value (e.g., 1 point) every certain period of time (e.g., 5 minutes) within the maximum value. The stamina display bar 31b shows the current stamina relative to the maximum value in a visually perceptible manner.
[0080] First and second currencies are currencies that can only be used in the game. For example, when a battle game is completed, a predetermined amount of first currency can be obtained based on the battle game completed. Second currency can be obtained free of charge or for a fee. Furthermore, first and second currencies can be obtained through various methods, detailed descriptions omitted.
[0081] exist Figure 3B The character confirmation screen displays images of all allied characters associated with the player's character ID. In other words, the character confirmation screen shows all the player's owned characters. Furthermore, players can swipe across the character confirmation screen to confirm all their characters.
[0082] The player's own character ID is used to identify their own character, and each player's own character is assigned a different ID. Furthermore, when a player obtains a new player's own character through means such as gacha pulls, the player's player ID is associated with the player's own character ID of the obtained player's own character.
[0083] On the right side of the character confirmation screen, a selection screen operation unit 32 labeled "Combined Enhancement" is displayed. When the combined enhancement selection screen operation unit 32 is clicked, the following will be displayed on the monitor 26. Figure 15 The image shown is enhanced.
[0084] Various parameters, such as stars (rarity), experience points, character level, skill level, and equipment level, are stored in association with the player's character. Experience points increase upon winning battles (described later) or by using specified items. Character level is set in relation to experience points, increasing whenever experience points reach a predetermined value. Furthermore, the player's level is set as a progress cap for character level. Therefore, character level can only increase up to the player's current level. Additionally, in this embodiment, character level can be increased by consuming in-game currency, experience point materials, and other items possessed by the player, meaning character level can be increased for a fee.
[0085] In addition, for your own characters, base values for combat power such as health, attack power, and defense are set based on their star rating (rarity) and character level. The higher your characters' combat power, the more advantageous it is for you to progress in the battle. Furthermore, the higher the star rating and the higher the character level, the higher these base values will be.
[0086] In addition, each of the player's characters has four skills that can be executed (activated) during battle. Each skill has a skill level; the higher the skill level, the stronger its effect. Furthermore, the character's level is set as the maximum progression limit for skill levels. Therefore, skill levels can only increase up to the character's level.
[0087] Furthermore, it allows players to equip their characters with items such as weapons and armor. Each item has a corresponding character level requirement for equipping it. Additionally, each item provides bonuses to attack and defense stats. When a character equips an item, these bonuses are added to the base stats, thus increasing the character's combat power.
[0088] Specifically, when clicked Figure 3B When the image of your own character is displayed on the confirmation screen, as shown... Figure 3C As shown, the monitor 26 displays the details screen of the player character corresponding to the clicked player character. The player character details screen includes an enhancement selection area 35, an enhancement display area 36, an enhancement details display area 37, and a one-click enhancement commission area 38.
[0089] The enhancement selection operation section 35 contains multiple operation sections that players can click on. These include equipment selection operation section 35a, Lv enhancement selection operation section 35b, skill enhancement selection operation section 35c, and star enhancement selection operation section 35d. When any operation section in the enhancement selection operation section 35 is selected, the selected operation section is highlighted.
[0090] The enhancement items corresponding to the selected operation unit in the enhancement item selection operation unit 35 are displayed in the enhancement item display area 36.
[0091] When the equipment selection operation unit 35a of the enhancement item selection operation unit 35 is clicked, six equipment items are displayed around the image of the player character in the enhancement item display area 36. Here, as shown in the figure with shading, the equipment items that the player character is not equipped with are displayed in gray, while the equipment items that the player character is equipped with are displayed in color.
[0092] Additionally, among the equipment items that your character is not equipped with (the equipment items in the upper right and lower right corners of the image), items that you already own (including those that can be crafted) are marked with a "+" symbol, as shown for the equipment item in the upper right corner of the image. On the other hand, items that you do not own (including those that cannot be crafted) are marked as "obtainable," as shown for the equipment item in the lower right corner of the image. Furthermore, equipment items that are not yet installed in the game, as shown for the equipment item in the upper left corner of the image, are indicated by a "?" symbol.
[0093] Additionally, the player character has an equipment level (level 15 in the image) that indicates the level of the equipped items. Regarding equipment levels, when all (6) items of the current level are equipped, the equipment level can be increased. When level increases are possible, the level increase operation unit 39 becomes active. When the level increase operation unit 39 is clicked, the equipment level increases by 1, and the equipment of the increased level is displayed in the enhancement item display area 36. In other words, in this embodiment, the equipment level can be increased by consuming various equipment items owned by the player, in-game currency, and other items; that is, the equipment level can be increased for a fee.
[0094] When an item in the enhancement display area 36 is clicked, the status of the item is displayed in the enhancement details display area 37. Additionally, the enhancement details display area 37 displays an acquisition method operation unit 37a for showing how to obtain the item, and an equipment operation unit 37b for equipping the item. When the acquisition method operation unit 37a is clicked, the method for obtaining the item is displayed on the monitor 26; detailed explanations are omitted here. Furthermore, when the equipment operation unit 37b is clicked while the item is already owned, the item is equipped.
[0095] Furthermore, when equipped with equipment, such as Figure 4A As shown, the enhancement operation unit 37c replaces the equipment operation unit 37b in the enhancement details display area 37. Here, equipment can be enhanced up to level 5. When the enhancement operation unit 37c is clicked, a screen is displayed for selecting items to enhance the equipment. When an item is selected on this screen and the decision operation unit (not shown) is clicked, the selected item is consumed to enhance the equipment; detailed explanation omitted for brevity.
[0096] When the Lv Enhancement Selection Operation Unit 35b of the Enhancement Project Selection Operation Unit 35 is clicked, as follows: Figure 4B As shown, in the enhancement project display area 36, the character's level and experience points up to 1 point are displayed around the image of the player character.
[0097] Additionally, the enhancement details display area 37 shows multiple item display sections 37d for increasing experience points. Each item display section 37d displays the item's name, description, and a usage operation section 37e. When the usage operation section 37e is clicked, the player's experience points increase by the amount corresponding to the experience points associated with that item. Furthermore, if the player does not possess an item displayed in the item display section 37d, the usage operation section 37e will not process the player's action for that item.
[0098] When you click on the skill enhancement option 35c in the enhancement project selection section, such as... Figure 4C As shown, the image of the player character is displayed in the enhancement item display area 36. Additionally, multiple skill display sections 37f are displayed in the enhancement details display area 37. The skill display sections 37f display the skill name, skill level, and the enhancement operation section 37g used to increase the skill level. When the enhancement operation section 37g is clicked, the skill level is increased by 1 by consuming the first currency corresponding to the skill level. Furthermore, the enhancement operation section 37g will not process player actions if the player does not possess the first currency corresponding to the skill level, or if the skill level has reached the character's level.
[0099] When you click on the star icon in the Enhancement Project Selection Operation 35, such as... Figure 5 As shown, the enhancement item display area 36 displays the image of your character and their star rating (rarity). Additionally, the enhancement details display area 37 displays the items required to increase the star rating. Furthermore, in the enhancement details display area 37, the number of items the player possesses, for example, is displayed as 50 / 100 relative to the number of items required to increase the star rating.
[0100] Additionally, the enhancement details display area 37 includes an acquisition method operation unit 37a for displaying how to obtain the item, and a blooming operation unit 37h for increasing star rating. When the acquisition method operation unit 37a is operated, the method for obtaining the item is displayed on the monitor 26. Furthermore, when the player possesses the required number of items and clicks the blooming operation unit 37h, the player's star rating increases by 1. Moreover, if the number of items used for increasing star rating is insufficient, the blooming operation unit 37h will... Figure 5 It is displayed in gray as shown by the shadow and does not accept player input.
[0101] In addition, when the "One-Click Commission Enhancement Operation 38" is clicked on the details screen of one's own character, the character level, skill level, and equipment level of one's own character will be increased as much as possible.
[0102] Figure 6A This is an example of a level screen for a normal level. Figure 6B This is an example of the level selection screen in a normal level. Figure 6C This is an example of a screen selection method used by a team.
[0103] When in Figure 3A When the level selection operation unit 30c is clicked on the main screen shown, the following is displayed on the monitor 26: Figure 6A The level screen shown is shown. Furthermore, in this embodiment, normal levels and hard levels are cited as examples of battle game categories, but other categories of battle games (guild battles, etc.) can also be set.
[0104] Furthermore, depending on the category of the battle game, there are battle games with set unlock conditions. These unlock conditions might include, for example, the player's skill level being above a certain threshold or having completed other specified battle games. Additionally, each battle game category contains multiple battle games (tiers). These battle games also have their own unlock conditions. Moreover, when an unlock condition is met, the game unlock information contained in the player's profile is updated.
[0105] The level screen includes a normal level selection unit 41a for selecting normal levels and a hard level selection unit 41b for selecting hard levels. Initially, the normal level selection unit 41a is selected, ensuring that either the normal level selection unit 41a or the hard level selection unit 41b is always selected. The following explanation covers the case where the normal level selection unit 41a is selected, but the same applies when the hard level selection unit 41b is selected.
[0106] In the level screen, when the normal level selection operation unit 41a is selected, the level operation unit 42 is displayed for selecting any one of the multiple battle games (levels) belonging to the normal level.
[0107] The level control section 42 also displays the completion information for each battle game. Completion information is represented, for example, by 3 stars. In each battle game, stars are awarded based on the number of allied characters whose health points reached 0 upon completion. For example, if none of your allied characters reached 0 health points, you receive 3 stars. If one allied character reached 0 health points, you receive 2 stars. If two or more allied characters reached 0 health points, you receive 1 star.
[0108] exist Figure 6A In the example, 3 stars were obtained in the battle game "21-1", 2 stars in the battle game "21-2", and 2 stars in the battle game "21-3". However, no stars were obtained in the battle game "21-4", indicating that the battle game has not yet been completed.
[0109] Furthermore, some levels (normal and hard) require completing the previous battle game as a condition for unlocking them. For example, in... Figure 6A In the example, all battle games up to "21-3" have been completed, thus unlocking the battle game "21-4". However, battle games after "21-4" (after "21-5" not shown) are not unlocked.
[0110] When the player interacts with (clicks) the level control unit 42 of a battle game, such as "21-1", on the level screen, the following is displayed on the monitor 26: Figure 6B The stage selection screen shown is displayed. This screen displays the enemy characters that will appear in the battle game and the items (rewards) obtainable in the battle game. Additionally, the screen displays stamina before and after playing the battle game, and the remaining challenge attempts. Furthermore, the remaining challenge attempts indicate the number of times the battle game can be completed in one day; normal stage battle games are set to unlimited. In this embodiment, the stamina consumed in normal stage battle games is set to 10. However, the stamina consumed in normal stage battle games can vary for each battle game.
[0111] Additionally, the level selection screen displays a cancel operation unit 43 and a challenge operation unit 44, which is used to challenge the battle game and is labeled "challenge".
[0112] When the operation (click) cancel operation section 43 is executed, Figure 6AThe level screen shown is displayed on monitor 26, and the challenge of the selected "21-1" battle game is terminated.
[0113] On the other hand, when the challenge operation section 44 is operated (clicked), Figure 6C The squad selection screen shown is displayed on monitor 26. The squad selection screen displays all the player's owned characters. Additionally, at the bottom of the squad selection screen, a selected allied character display area 46 is displayed to show the selected allied characters.
[0114] Additionally, the squad selection screen displays a cancel operation unit 43 and a battle start operation unit 47 labeled "Battle Start".
[0115] In the squad selection screen, when a player interacts with (clicks on) a displayed allied character, the interacted allied character is displayed in the selected allied character display area 46. In other words, this selects the allied character ID from among multiple allied character IDs associated with the player ID, the one used in the battle game (for determining the squad).
[0116] Then, when you select your own character (your character ID) and click on the battle start operation section 47, the battle game begins.
[0117] Figure 7A This is an example of a battle scene. Figure 7B This is an example of a picture illustrating the result screen. Figure 7C This is an example of a screenshot illustrating a report. When in Figure 6C When the player selects a squad and clicks the "Start Battle" button (47) in the screen shown, the battle game begins.
[0118] In combat games, such as Figure 7A As shown, the battle scene is displayed. In the battle scene, the player character and the enemy character are displayed on monitor 26. The player character performs actions controlled by the computer, dealing damage to the enemy character or receiving damage from the enemy character. Conversely, the enemy character performs actions controlled by the computer, dealing damage to the player character or receiving damage from the player character.
[0119] When an enemy character is inflicted with damage, the damage is subtracted from the enemy character's health. Similarly, when an allied character is inflicted with damage, the damage is subtracted from the allied character's health. When all enemy characters' health reaches 0, the player wins (clears the level); when all allied characters' health reaches 0 (defeats), the player loses.
[0120] Here, as Figure 7AAs shown, a display area 48 for friendly characters is located at the bottom of the battle screen. This display area 48 shows each friendly character's health (48a) and skill gauge (48b). The skill gauge (48b) increases when a friendly character receives damage from an enemy character or deals damage to an enemy character. Furthermore, when the skill gauge (48b) reaches a predetermined maximum value, that friendly character becomes able to use a skill. Skills may inflict greater damage on an enemy character than normal attacks, restore a friendly character's health, or apply special effects to an enemy character.
[0121] Here, there are two modes for using skills. One mode is as follows: the player operates (clicks) on their own character when the skill gauge 48b displayed in the character display area 48 reaches its maximum value. The other mode is as follows: when the skill gauge 48b reaches its maximum value in automatic mode, the player's character uses the skill through computer control. Furthermore, an automatic selection control unit 49 is displayed on the battle screen, allowing switching between automatic and manual modes based on the operation of this unit. When the automatic selection control unit 49 is operated in manual mode, the skill is used automatically. Conversely, when the automatic selection control unit 49 is operated in automatic mode, the skill is used manually. Additionally, even in automatic mode, if the player operates (clicks) on their own character when the skill gauge 48b has reached its maximum value but the skill is not used through computer control, the skill can be used.
[0122] Furthermore, when the battle game ends normally (normal ending), such as Figure 7B As shown, the result screen is displayed on monitor 26. As an example, Figure 7B The screen shows the result when the battle game is completed.
[0123] The results screen displays at least a portion of the game result information for the battle game. Additionally, the results screen displays a report display unit 50 labeled "Report" and an end operation unit 51 labeled "Close".
[0124] Furthermore, the game result information includes the player's character ID (team), the enemy's character ID, the remaining status of both player and enemy characters at the end of the battle (whether their health reached 0 at the end of the battle), the total damage dealt, whether it was manual or automatic mode, the battle log ID, the battle game category (normal level, hard level, etc.), information associated with each battle game category (clearance information, battle game tier, etc.), information on items awarded, and the first currency awarded. Additionally, each battle game has a unique battle log ID. Furthermore, the information associated with each battle game category varies depending on the category. Additionally, when a battle game is cleared, server 1000 randomly selects which items pre-set in the cleared battle game to award to the player. The awarded items are then added to the game result information and displayed on the results screen.
[0125] When the end operation unit 51 is clicked in the results screen, the display on the monitor 26 switches from the battle screen to the normal screen. In other words, the results screen is part of the battle screen. Furthermore, the normal screen to which the results screen switches can be either the screen displayed before switching to the battle screen, or a pre-defined screen such as the main screen. Thus, the battle game ends with the end of the results screen display.
[0126] When the report display operation unit 50 is operated (clicked) in the results screen, it is displayed on the monitor 26. Figure 7C The report screen shown displays the total damage dealt by both friendly and enemy characters. Additionally, the report screen displays the end operation section 51.
[0127] When the end operation unit 51 is operated (clicked), the following is displayed on the display 26: Figure 7B The result screen shown.
[0128] In addition, Figure 6B The level selection screen shown includes a ticket display area 45. This area displays the number of tickets the player possesses (the number of tickets associated with the player's ID). Additionally, the ticket display area 45 includes ticket usage challenge operation sections 45a, subtraction operation section 45b, and addition operation section 45c. These operation sections are only effective in battle games where 3 stars have been obtained as completion information; they are not usable in battle games where 3 stars have not been obtained.
[0129] When the coupon usage challenge operation unit 45a, the subtraction operation unit 45b, and the addition operation unit 45c are active, each time the addition operation unit 45c is operated (clicked), the characters recorded in the coupon usage challenge operation unit 45a are displayed one by one, such as "Used 2 coupons" or "Used 3 coupons". Conversely, each time the subtraction operation unit 45b is operated (clicked), the characters recorded in the coupon usage challenge operation unit 45a are displayed one by one, such as "Used 2 coupons" or "Used 1 coupon".
[0130] Furthermore, for example, if the text in the Ticket Use Challenge Operation Section 45a states "Use 5 tickets", then when the Ticket Use Challenge Operation Section 45a is operated (clicked), 5 tickets and 50 stamina are consumed, and the process is omitted (skipped). Figure 6C The squad selection screen shows the creation of the squad, in Figure 7A The battle gameplay shown in the screenshot is treated as if all (in this case, 5) battle games have been completed, as displayed below. Figure 7B The results screen shown. This results screen also displays the items obtained in the 5 battle games.
[0131] In this way, by using vouchers, players can skip the battle game where obtaining 3 stars is considered a completion and treat it as if the battle game has been cleared. As a result, players can collect items more quickly.
[0132] Furthermore, in this embodiment, when certain conditions are met, the parameters of one's own character (game object) can be changed to the specified values free of charge. These specified conditions include, for example, using the synchronization function described later, or using a training ball (game item) as an item.
[0133] In this embodiment, the synchronization function is broadly divided into a first synchronization function and a second synchronization function. Specifically, the first synchronization function is a function that can raise (change) the character level and skill level of one's own characters to the synchronization level (base value) free of charge. In the first synchronization function, the ranking is determined based on the character level value of the player's own characters, and a character level value corresponding to the specified ranking (30th in this embodiment) is set.
[0134] Additionally, the second synchronization function is capable of raising (changing) the equipment level of one's own character to the synchronization level (base value) free of charge. Specifically, the second synchronization function is capable of raising (changing) the equipment level of one's own character to the synchronization level free of charge. Furthermore, in the second synchronization function, the ranking is determined based on the value of the equipment level of the player's own character, and a synchronization level value corresponding to the specified ranking (30th in this embodiment) is set.
[0135] In addition, the game in this embodiment includes a training ball as an item. Players can obtain training balls, for example, by being distributed by the operator, by completing a specific battle game, or by completing a specific event.
[0136] By consuming Training Balls, you can use the Training Ball function. When using the Training Ball function, you can increase (change) some of your character's parameters, such as character level, skill level, and equipment level, free of charge. Furthermore, as described in detail later, Training Balls are pre-set with Training Ball IDs, allowing you to increase your character's level, skill level, and equipment level free of charge based on that set Training Ball ID. In addition, to use the Training Ball function, you need to consume (use) Training Balls. After consuming a Training Ball, your character's level will increase to the predetermined level without consuming any in-game currency, experience points, or other items owned by the player. Similarly, after consuming a Training Ball, your character's level will increase to the predetermined level without consuming any equipment, in-game currency, or other items owned by the player.
[0137] Figure 8A This is a diagram illustrating the training ball ID database. It stores information in player terminal 1 and server 1000. Figure 8A The database shown is for training ball IDs. Each training ball ID in this database has a parameter value (a predefined value) that can be increased without compensation. A training ball is assigned to the player in the state of being associated with any of the training ball IDs in the database.
[0138] For example, with a training ball ID of 1, you can raise the character's level (skill level) to 100 and the equipment level to 10 free of charge.
[0139] Figure 8B This is a diagram illustrating the database of your own characters. It stores information in player terminal 1 and server 1000. Figure 8B The database shown is for player-owned characters. Within this database, various information associated with the player's owned characters is stored, linked to the player's ID.
[0140] Specifically, in the player's own character database, for each player's own character ID, there are stored values for various parameters, information on whether it is set as the baseline value for synchronization level, information on whether the first synchronization function can be used, information on whether the second synchronization function can be used, and the training ball ID when the player's own character is associated with the training ball ID.
[0141] exist Figure 8B In the case shown, the value (100) of the character level corresponding to the 30th position is set as the synchronization level. Furthermore, in Figure 8BIn the scenario shown, the character with the ID value "30" has a character level of 100, and this character is associated with the baseline value for the synchronization level. Furthermore, if multiple characters have a character level value corresponding to the 30th character, the character with the smallest ID value is associated with the baseline value for the synchronization level.
[0142] In addition, Figure 8B In the case shown, the value (5) of the equipment level corresponding to the 30th position is set as the synchronization level. Furthermore, in Figure 8B In the case shown, the allied character with an ID value of "40" has an equipment level of 5, and this allied character is associated with the information set as the baseline value for the synchronization level. Furthermore, if multiple allied characters have equipment level values corresponding to the 30th position, the allied character with the smallest ID value is associated with the information set as the baseline value for the synchronization level.
[0143] Additionally, the information indicating the ability to use the first synchronization function is associated with the player character ID of a player character whose character level is below the synchronization level. Furthermore, when the first synchronization function is used to raise a player character's character level to the synchronization level free of charge, the information indicating the ability to use the first synchronization function associated with that player character ID is deleted.
[0144] Additionally, the information indicating the availability of the second synchronization function is associated with the character ID of an allied character whose equipment level is lower than the synchronization level. Furthermore, when the second synchronization function is used to raise an allied character's equipment level to the synchronization level free of charge, the information indicating the availability of the second synchronization function associated with that allied character ID is deleted.
[0145] Furthermore, even if the first synchronization function is used to raise a player's character level to the synchronization level free of charge, the second synchronization function can still be used if the player's equipment level is still lower than the synchronization level. Therefore, in this case, the information associated with the player's character ID indicating that the second synchronization function can be used is not deleted.
[0146] Furthermore, even when using the second synchronization function to raise a character's equipment level to the synchronization level free of charge, the first synchronization function can still be used if the character's level is still below the synchronization level. Therefore, in this case, the information associated with the character's ID indicating that the first synchronization function can be used is not deleted.
[0147] In addition, such as Figure 8BAs shown, when a training orb is used on a player's own character, the training orb ID is stored in association with the player's character ID. Furthermore, in this embodiment, when both the player's character ID and the training orb ID are associated with information indicating the availability of either the first or second synchronization function, the player can arbitrarily choose which function to use. However, it is also possible that, when both the player's character ID and the training orb ID are associated with information indicating the availability of either the first or second synchronization function, the training orb function can be used preferentially. Alternatively, when both the player's character ID and the training orb ID are associated with information indicating the availability of either the first or second synchronization function, the first or second synchronization function can be used preferentially. Or, when both the player's character ID and the training orb ID are associated with information indicating the availability of either the first or second synchronization function, the function with the higher value of the parameter that can be increased free of charge (character level or equipment level) can be used preferentially.
[0148] Figure 9A The second image is an example of a screen showing the confirmation of one's own character. Figure 9B The first image is an example illustrating a screen showing the details of a friendly character who can use the synchronization function. This occurs when the friendly character database contains information indicating whether the first or second synchronization function is available for the friendly character ID. Figure 9A As shown, a synchronization band 34 labeled "synchronization" is overlaid on the image of the player character corresponding to that player character ID. This indicates that the synchronization function can be used on the player character whose synchronization band 34 is displayed.
[0149] When in Figure 9A When you click on the image of your own character that displays a synchronization band of 34, such as Figure 9B As shown, the display screen 26 shows the details of the player character corresponding to the clicked player character. In this case, as... Figure 9B As shown, in the enhancement details display area 37, the method of obtaining operation section 37a is not displayed. Additionally, the synchronization belt 34 is overlaid on the equipment operation section 37b. Furthermore, the synchronization belt 34 is also overlaid on the one-click commission enhancement operation section 38 and the level-up operation section 39.
[0150] Additionally, if the player possesses a training ball and the specified usage conditions are met, such as Figure 9B As shown, the training ball icon 54, which functions as the control unit, is displayed in the center of the player character's details screen. Furthermore, conditions for its use include, for example, having previously cleared the normal stage "2-5" and not having used other training balls on that player character.
[0151] Figure 10AThis is an example image illustrating a level-up confirmation pop-up. When in... Figure 9B When the level upgrade operation unit 39 with synchronization belt 34 is clicked, it is displayed on the monitor 26. Figure 10A The level upgrade confirmation pop-up window shown is number 56.
[0152] The level upgrade confirmation pop-up 56 includes a drop-down equipment level selection operation 56a for choosing which equipment level to select. Players interact with the equipment level selection operation 56a to choose the desired equipment level. Furthermore, the equipment level selection operation 56a displays the selectable equipment levels up to the synchronization level as candidates. Additionally, as... Figure 10A As shown, the level upgrade confirmation pop-up window 56 has a maximum enhancement operation section 56b labeled "Maximum Enhancement". When the maximum enhancement operation section 56b is clicked, the synchronization level is automatically selected in the equipment level selection operation section 56a.
[0153] In addition, such as Figure 10A As shown, the level upgrade confirmation pop-up window 56 displays a decision operation section 56c and a cancel operation section 56d. Additionally, as... Figure 10A As shown, the timing belt 34 is superimposed on the operation unit 56c.
[0154] When the Cancel operation 56d is clicked, the level-up confirmation pop-up 56 becomes invisible. On the other hand, when the Decide operation 56c is clicked, the second synchronization function is used to automatically raise the character's equipment level to the level selected in the Equipment Level Selection operation 56a. Specifically, for example, if the equipment level selected in the Equipment Level Selection operation 56a is "2", the equipment level will rise to "2" (treating it as if all "Level 1" equipment is equipped). Furthermore, at this time, the character's level will rise to 3, which is required to equip all "Level 1" equipment.
[0155] Furthermore, when the equipment level becomes the same as the synchronization level and all equipment of the synchronization level is equipped free of charge, such as Figure 10BAs shown, a pop-up window 60 indicating that free equipment has been completed is displayed on display unit 26. The pop-up window 60 displays text informing the player that all equipment that can be equipped free of charge has been equipped. Furthermore, in this embodiment, for a player character whose equipment level was raised to the synchronization level using the synchronization function, the equipment level can be further raised for a fee, i.e., by consuming various equipment items, in-game currency, etc., owned by the player. Additionally, in this embodiment, if a player character's equipment level has been raised using the second synchronization function, it is not possible to subsequently restore the player character's equipment level to the level before using the second synchronization function. However, it is also possible to restore a player character's equipment level to the level before using the second synchronization function if the player character's equipment level has been raised using the second synchronization function.
[0156] Figure 11A The second image is an example illustrating the use of the synchronization function on the details screen of one's own character. Figure 11B The first image is an example illustrating the pop-up window for completing the free equipment purchase. When in... Figure 9B When the Lv Enhancement Selection Operation Unit 35b is clicked in the details screen of the player character shown, it is displayed on monitor 26. Figure 11A The screen showing details of your own character. In this case, as... Figure 11A As shown, in the enhancement details display area 37, a free level-up display 61 is displayed above the item display area 37d. The free level-up display 61 includes a drop-down level selection operation 61a for choosing the desired character level, and an overlay enhancement operation 61b displaying the synchronization band 34. Players operate the level selection operation 61a to select the desired character level. Furthermore, in the level selection operation 61a, the drop-down menu displays the available character levels up to the synchronization level as candidates.
[0157] Then, when the enhancement operation unit 61b is clicked, the character level rises to the character level displayed in the level selection operation unit 61a. Afterwards, when the character level becomes the synchronization level, as... Figure 11B As shown, a pop-up window 62 indicating that the free Lv enhancement is complete is displayed on monitor 26. This pop-up window displays text informing the player that the character has successfully reached a level that can be increased free of charge. Furthermore, as shown in the shaded area, the operation unit 37e of the item display unit 37d does not accept player input until the player's character level has been increased to a level that can be increased free of charge. In addition, in this embodiment, for characters whose levels were increased to the synchronization level using the synchronization function, the character level can be further increased for a fee, i.e., by consuming items such as in-game currency and experience points possessed by the player.
[0158] Furthermore, regarding skill level, by using the first synchronization function, skill level can be raised to the same level as character level free of charge, and the method of improving skill level is the same as the method of improving character level, so the explanation is omitted.
[0159] Additionally, when the One-Click Request Enhancement Operation Unit 38 with the overlapping synchronization band 34 is clicked, the character's level and skill level rise to the synchronization level. Furthermore, the character's equipment level rises to the synchronization level. In other words, when the One-Click Request Enhancement Operation Unit 38 with the overlapping synchronization band 34 is clicked, the character's level, skill level, and equipment level rise to the maximum limit that can be increased without compensation.
[0160] Figure 12A This is an example of a pop-up window (55) that illustrates the overview of the training ball. Figure 12B This is an example of a pop-up window (56) confirming a level upgrade. Figure 13A The first image is an example of a screen showing the details of your own character after obtaining a training ball. Figure 13B This is an example of a pop-up window showing the completion of free equipment (60).
[0161] If the player possesses a training ball and the specified usage conditions are met, such as Figure 9B As shown, the training ball icon 54, which functions as the control unit, is displayed in the center of the player character's details screen. Furthermore, conditions for its use include, for example, having previously cleared the normal stage "2-5" and not having used other training balls on that player character.
[0162] When the growth ball icon 54 is clicked, it is displayed on monitor 26. Figure 12A The pop-up window 55 shows a list of training orbs. This pop-up window displays images of the training orbs the player owns, as well as operation buttons 55a for using each orb. Furthermore, when a player long-presses on an orb's image, the display 26 shows the character level and equipment level that can be increased free of charge using that orb. Additionally, the pop-up window 55 includes an end operation button 51; clicking the end operation button 51 disables the pop-up window.
[0163] When the operation unit 55a corresponding to the usable training ball is operated, the display 26 shows... Figure 12B The level increase confirmation pop-up shown is 56. Furthermore, the following explanation will be based on the scenario where the player's character level is 1, equipment level is 1, and the equipment level can be increased to 10 and the character level to 100 free of charge by using a training orb.
[0164] exist Figure 12BThe level upgrade confirmation pop-up window 56 shown above is similar to the one mentioned above. Figure 10A The difference in the level upgrade confirmation pop-up 56 shown is that the growth ball band 57, which is listed as "Growth Ball", is superimposed on the decision operation section 56c.
[0165] When in Figure 12B When the "Cancel Operation" button 56d is clicked in the level-up confirmation pop-up 56 shown, the use of the training ball is stopped, and the level-up confirmation pop-up 56 becomes invisible. Additionally, when... Figure 12B When the decision operation section 56c is clicked in the level-up confirmation pop-up 56, the character's equipment level is raised to, for example, "Level 2" (treated as if all equipment of "Level 1" is equipped). Additionally, if the character's level is not yet at the level required to equip "Level 1" equipment, the character's level is raised to the minimum level required to equip it (in this case, Level 3).
[0166] Then, as Figure 13A As shown, the equipment level displayed in the character's details screen has changed to level 2. Additionally, in the enhancement details display area 37, the acquisition method operation section 37a is no longer displayed. Furthermore, the training ball belt 57 is overlaid on the equipment operation section 37b.
[0167] Furthermore, the "Upgrade Orb" 57 is also displayed overlaid on the "One-Click Upgrade Operation" section 38 and the "Level Up Operation" section 39. When the "Equipment Operation" section 37b, which overlaps with the "Upgrade Orb" 57, is clicked, the equipment displayed in the upgrade details area 37 is equipped to the player's character free of charge (without consuming any equipment the player already owns). Additionally, when the "Level Up Operation" section 39, which overlaps with the "Upgrade Orb" 57, is clicked, the equipment level increases by 1 free of charge. Furthermore, when the "One-Click Upgrade Operation" section 38, which overlaps with the "Upgrade Orb" 57, is clicked, the player's character level, skill level, and equipment level increase to the maximum possible free increase.
[0168] Furthermore, when the equipment level reaches level 10 and all level 10 equipment items are equipped free of charge, such as Figure 13B As shown, a pop-up window 60 indicating that free equipment has been equipped is displayed on monitor 26. The pop-up window 60 displays text informing the player that all equipment that can be equipped free of charge has been equipped.
[0169] Figure 14A The second image is an example of a screen showing the details of your own character after obtaining the training ball. Figure 14B This is an example of a pop-up window (62) indicating the completion of free Lv enhancement.
[0170] When in Figure 13AWhen the Lv Enhancement Selection Operation Unit 35b is clicked in the details screen of the player character shown, it is displayed on monitor 26. Figure 14A The screen showing details of your own character. (Example) Figure 14A As shown, in the enhancement details display area 37 of the player's character details screen, a free level-up display 61 is displayed above the item display area 37d. The free level-up display 61 includes a drop-down level selection operation 61a for choosing the desired character level. Players operate the level selection operation 61a to select the desired character level. Furthermore, the level selection operation 61a displays candidate character levels up to the current time level, based on the player's level and the character levels achievable using training orbs.
[0171] Then, when the enhancement operation unit 61b is clicked, the character's level rises to the level displayed in the level selection operation unit 61a. Afterwards, when the character's level becomes 100, as... Figure 14B As shown, a pop-up window 62 indicating that the free Lv enhancement is complete is displayed on monitor 26. This pop-up window displays text informing the player that the character has been successfully upgraded to a level that can be increased free of charge. Furthermore, as shown in the shaded area in the image, the operation unit 37e of the item display unit 37d does not accept player input until the player's character level has been successfully increased to the level that can be increased free of charge.
[0172] Regarding skill level, by using training balls, skill level can be raised to the same level as character level free of charge. The method for improving skill level is the same as the method for improving character level, so the explanation is omitted.
[0173] In addition, once all parameters associated with the training ball ID have been increased free of charge, the training ball ID is deleted from the player's character database.
[0174] Figure 15 This is an example of how to enhance the visual effect. When you click... Figure 9B When the player selects the "Combined Enhancement Screen" option on the allied character confirmation screen using the operation unit 32, a "Combined Enhancement Screen" is displayed on the monitor 26. This screen displays images of allied characters whose character IDs are associated with the player's character ID and can increase at least one of the following: character level, skill level, or equipment level. Furthermore, the player can swipe on the "Combined Enhancement Screen" to confirm all allied characters whose character level, skill level, or equipment level can be increased.
[0175] Additionally, if the player's role database contains information indicating whether or not they can use the first or second synchronization function associated with their role ID, such as... Figure 15 As shown, synchronization band 34 is overlaid on the image of the player character corresponding to the player character ID. This indicates that the player character displaying synchronization band 34 can use either the first synchronization function or the second synchronization function. Alternatively, the display method of synchronization band 34 can differ depending on whether only the first synchronization function can be used, whether only the second synchronization function can be used, or whether both the first and second synchronization functions can be used.
[0176] In addition, such as Figure 15 As shown, the decision operation unit 70a and the cancellation operation unit 70b are displayed in the enhanced screen.
[0177] Players can pass by Figure 15 Clicking on an image of your own character allows you to select one or more characters. Then, when the decision operation unit 70a is operated while one or more characters are selected, if the synchronization function can be used on the selected character, the character's level, skill level, and equipment level will rise to the synchronization level. Conversely, if the synchronization function cannot be used on the selected character, the character's level, skill level, and equipment level can be increased as much as possible at a cost. Furthermore, in this embodiment, if the character's level is increased using the first synchronization function, it is not possible to restore the character's level to its state before using the first synchronization function. However, it is also possible to restore the character's level to its state before using the first synchronization function if the character's level was increased using the first synchronization function.
[0178] As described above, in the information processing system S, for all player-owned characters whose synchronization level or equipment level is not yet met, the system can, based on the player's actions, increase the character level or equipment level to the required synchronization level or equipment level free of charge. Therefore, when a player wants to develop many of their owned characters, concerns about increased player workload can be mitigated. Consequently, concerns about decreased player engagement due to increased workload can be reduced.
[0179] Furthermore, by using the synchronization function based on player actions, the processing load on player terminal 1 and server 1000 can be reduced. Additionally, the character level or equipment level can be raised to a player-specified level or rank within a range specified by the player, based on their actions. That is, the character level or equipment level can be kept at a player-specified value without rising to the synchronization level or rank. This allows for strategic advancement within the game.
[0180] For example, if the system is set to automatically synchronize the character level of your own characters to the synchronization level, whenever the baseline value of the synchronization level is updated (increased), it is necessary to perform a process that synchronizes the character level of your own characters, who are the targets of being upgraded to the synchronization level free of charge. Similarly, if the system is set to automatically synchronize the equipment level of your own characters to the synchronization level, whenever the baseline value of the synchronization level is updated (increased), it is necessary to perform a process that synchronizes the equipment level of your own characters, who are the targets of being upgraded to the synchronization level free of charge.
[0181] In this embodiment, the character level and equipment level are updated based on player actions for the player's own character, which is to be upgraded to the synchronization level or synchronization grade free of charge. Therefore, it is not necessary to perform the synchronization process described above every time the baseline value of the synchronization level or synchronization grade is updated (upgraded), thus reducing the processing load on player terminal 1 and server 1000.
[0182] In the case of operational games, there is a tendency for the number of playable characters that players can own to increase due to the ongoing release of characters as the operation progresses. Therefore, when synchronization is attempted, the number of playable characters to be synchronized becomes enormous, raising concerns about increased processing load on player terminal 1 and server 1000. As mentioned above, there are concerns about increased processing load if synchronization is automatically performed when the number of playable characters owned by a player becomes large. However, according to this embodiment, since character levels and equipment levels are updated based on player actions, concerns about increased processing load when raising the character levels and equipment levels of all playable characters owned by the player to the synchronization level and synchronization grade can be suppressed.
[0183] Next, the basic structure and communication processing of player terminal 1 and server 1000 will be explained. Furthermore, an example of the basic communication processing used to advance the game and the main communication processing related to the unpaid increase of parameters will be described here, while explanations of other processing will be omitted.
[0184] (Functional structure of player terminal 1)
[0185] Figure 16This diagram illustrates the structure of the storage device 12 in the player terminal 1 and its function as a computer. The storage device 12 includes a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the game control program (module) on the terminal side into the program storage area 12a.
[0186] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Furthermore, Figure 16 The program listed is just one example; in addition, there are many other programs set up in the game control program on the terminal side.
[0187] The data storage area 12b includes a game information storage unit 90 and a player information storage unit 91 for storing data. Furthermore, these are just one example; in addition to the aforementioned storage units, many other storage units are also provided in the data storage area 12b.
[0188] The CPU 10 activates the programs stored in the program storage area 12a to update the data in each storage unit of the data storage area 12b. Furthermore, by activating the programs stored in the program storage area 12a, the CPU 10 enables the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.
[0189] Specifically, the CPU 10 causes the game execution control program 80 to operate so that the computer functions as the game execution control unit 80a. Similarly, the CPU 10 causes the battle game execution program 81 and the display control program 82 to operate so that they function as the battle game execution unit 81a and the display control unit 82a, respectively.
[0190] The game execution control unit 80a controls the overall progress of the game. For example, during login, the game execution control unit 80a sends login information to the server 1000. Additionally, the game execution control unit 80a performs controls related to changes in the normal screen. Furthermore, when the overall game information is updated, the game execution control unit 80a receives game information from the server 1000 and saves it to the game information storage unit 90.
[0191] The battle game execution unit 81a is responsible for controlling the execution of the battle game. For example, the battle game execution unit 81a updates the battle screen, controls the actions of friendly and enemy characters, or outputs damage values based on the operations input to the player terminal 1.
[0192] The display control unit 82a generates a screen to be displayed on the monitor 26 and displays the generated screen on the monitor 26.
[0193] (Functional structure of server 1000)
[0194] Figure 17 This diagram illustrates the structure of the storage device 1012 in the server 1000 and its function as a computer. The storage device 1012 includes a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores the server-side game control program (module) into the program storage area 1012a.
[0195] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter modification program 1083, and a synchronization function management program 1084. In addition, Figure 17 The program listed is just one example; in addition, there are many other programs set up in the game control program on the server side.
[0196] The data storage area 1012b includes a game information storage unit 1090 and a player information storage unit 1091 for storing data. Furthermore, these are just one example; in addition to these, many other storage units are also provided in the data storage area 112b.
[0197] The CPU 1010 causes the programs stored in the program storage area 1012a to operate, thereby updating the data in each storage unit of the data storage area 1012b. Furthermore, by causing the programs stored in the program storage area 1012a to operate, the CPU 1010 enables the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter modification unit 1083a, and a synchronization function management unit 1084a.
[0198] Specifically, the CPU 1010 causes the game execution control program 1080 to operate, enabling the computer to function as the game execution control unit 1080a. Similarly, the CPU 1010 causes the battle game execution program 1081, the training ball management program 1082, the parameter changing program 1083, and the synchronization function management program 1084 to operate, respectively, as the battle game execution unit 1081a, the training ball management unit 1082a, the parameter changing unit 1083a, and the synchronization function management unit 1084a.
[0199] The game execution control unit 1080a controls the overall progress of the game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to retrieve the player information stored in the player information storage unit 1091. The player information includes the aforementioned database of the player's own characters. Furthermore, if the overall game information is updated, the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to access the updated game information.
[0200] The Battle Game Execution Unit 1081a is responsible for the control used to execute the battle game.
[0201] When a training ball is used, the training ball management department 1082a updates the player character database and stores the training ball ID in association with the player character's player character ID.
[0202] When an operation to change (increase) parameters is performed through the character details screen or the enhancement screen, the parameter change unit 1083a changes (increases) parameters according to the operation.
[0203] The synchronization function management unit 1084a determines the rank based on the character level value of the player's own characters, and sets the character level value corresponding to the specified rank (30th in this embodiment) as the synchronization level. Then, it updates the allied character database and stores the information of the baseline value set as the synchronization level in association with the allied character ID of the allied character at the determined synchronization level.
[0204] In addition, the synchronization function management unit 1084a updates the own role database and stores information indicating that the user can use the first synchronization function in association with the own role ID of the own role whose role level is lower than the synchronization level.
[0205] Furthermore, the synchronization function management unit 1084a determines the rank based on the equipment level of the player's own character, and sets the equipment level value corresponding to the specified rank (30th rank in this embodiment) as the synchronization level. Then, it updates the player character database, storing the information set as the baseline value for the synchronization level in association with the player character ID of the player character at the determined synchronization level.
[0206] In addition, the Synchronization Function Management Unit 1084a updates the allied character database and stores information indicating that the second synchronization function can be used in association with the allied character ID of allied characters whose equipment level is lower than the synchronization level.
[0207] (Specific processing of player terminal 1 and server 1000)
[0208] Figure 18 This is a flowchart illustrating the synchronization management process in server 1000. Synchronization management is performed in server 1000 at pre-defined triggers. For example, a trigger could be when a player launches the game application on player terminal 1 and sends login information to server 1000. Alternatively, a trigger could be when a confirmation screen for one's character is displayed on player terminal 1. Another trigger could be when a character details screen is displayed on player terminal 1. A enhancement screen could be displayed on player terminal 1. Finally, a screen change could occur on player terminal 1.
[0209] When performing synchronization management processing, the synchronization function management unit 1084a determines the position based on the value of the player's own character's level (S1-1). Then, the synchronization function management unit 1084a sets the value of the character level corresponding to the specified position (30th position in this embodiment) in the determined position as the synchronization level (S1-2).
[0210] Furthermore, the synchronization function management unit 1084a determines the rank based on the equipment level of the player's own character (S1-3). Then, the synchronization function management unit 1084a sets the equipment level value corresponding to the specified rank (30th rank in this embodiment) in the determined rank as the synchronization level (S1-4).
[0211] The synchronization function management unit 1084a updates the own role database based on the settings in steps S1-2 and S1-4 above, and stores information associated with each own role ID, such as whether it is set as the baseline value for the synchronization level, whether it is set as the baseline value for the synchronization grade, and whether the synchronization function can be used.
[0212] In addition, the synchronization function management unit 1084a will set the friendly character database updated in the above steps S1-5 to be accessible to player terminal 1 (S1-6).
[0213] Figure 19 This is a flowchart illustrating the processing of the player's character details screen in player terminal 1. When the player's character details screen is displayed on monitor 26, the following steps are executed: Figure 19 The process shown is for processing the details of your own character. In processing the details of your own character, through... Figure 12A The pop-up window showing the overview of training balls (55) indicates that training balls have been used and through... Figure 12BIf the level upgrade confirmation pop-up 56 indicates that the equipment level has been determined and the operation of the determination operation unit 56c has been performed ("Yes" in P1-1), the game execution control unit 80a sends the training ball usage information (P1-2) to the server 1000, which includes the training ball ID associated with the training ball used, the allied character who used the training ball, and the determined equipment level.
[0214] Additionally, if the player character displayed on the player character details screen is associated with a training ball ID based on the player character database ("Yes" in P1-3), the display control unit 82a will... Figure 13A , Figure 14A The details screen of your character with the training ball 57, as shown, is displayed on monitor 26 (P1-4).
[0215] Furthermore, if the display control unit 82a has information indicating that the first synchronization function or the second synchronization function can be used based on the friendly character database and the friendly character details screen displayed on the friendly character screen ("Yes" in P1-5), the display control unit 82a will... Figure 9B , Figure 11A The display shown has a synchronized display of the player's character details on monitor 26 (P1-6).
[0216] In addition, if a parameter change operation is performed ("Yes" in P1-7), the game execution control unit 80a sends parameter change information (P1-8) to the server 1000 indicating the parameter to be changed.
[0217] Additionally, if the player's character database has been changed ("Yes" in P1-9), the display control unit 82a updates the display screen showing player character details based on the changed player character database, or displays... Figure 10B or Figure 13B The pop-up window showing "Free equipment completed" is displayed at 60, or it displays... Figure 11B or Figure 14B The pop-up window showing the completion of the free Lv enhancement is shown in 62 (P1-10).
[0218] Figure 20 This is a flowchart illustrating the parameter change processing in server 1000. When the training ball management unit 1082a receives training ball usage information ("Yes" in S2-1), it stores the training ball ID in association with the player's character ID and updates the player's character database based on the training ball usage information (S2-2). Furthermore, the training ball management unit 1082a sets the updated player's character database to be accessible to player terminal 1 (S2-3).
[0219] Furthermore, upon receiving parameter change information ("Yes" in S2-4) and if the synchronization function is used ("Yes" in S2-5), the parameter change unit 1083a performs parameter change processing (S2-6) to change the parameters of the player's character level or equipment level free of charge, and updates the player's character database. At this time, based on the received parameter change information, the parameter change unit 1083a changes the parameters of the player's character level or equipment level to the character level or equipment level specified by the player free of charge. Additionally, when the player's character level is raised to the synchronization level free of charge, the synchronization function management unit 1084a deletes the information associated with that player's character ID indicating that the first synchronization function can be used. Furthermore, when the player's equipment level is raised to the synchronization level free of charge, the synchronization function management unit 1084a deletes the information associated with that player's character ID indicating that the second synchronization function can be used.
[0220] Furthermore, when the training ball function is used ("Yes" in S2-7), the parameter change unit 1083a performs parameter change processing (S2-8) to change the parameters of the player's character level or equipment level free of charge, and updates the player's character database. At this time, based on the received parameter change information, the parameter change unit 1083a changes the parameters of the player's character level or equipment level to the character level or equipment level specified by the player free of charge. In addition, when all parameters associated with the training ball ID have been increased free of charge, the training ball management unit 1082a deletes the training ball ID from the player's character database.
[0221] Additionally, when the synchronization and leveling ball functions are not used ("Yes" in S2-9), the parameter change unit 1083a performs parameter change processing (S2-10) to change the parameters of the player's own characters for a fee, and updates the player's character database. That is, it consumes in-game currency, experience points, and other items owned by the player to increase the character's level. Alternatively, it consumes various equipment items and in-game currency owned by the player to increase the equipment level.
[0222] In addition, the parameter change unit 1083a will set the friendly character database updated in the above steps S2-6, S2-8 and S2-10 to be accessible to player terminal 1 (S2-11).
[0223] As explained above, the player terminal 1 is equipped with a game execution control program 80, a battle game execution program 81, and a display control program 82. Furthermore, the player terminal 1 functions as the game execution control unit 80a, the battle game execution unit 81a, and the display control unit 82a. Additionally, the server 1000 is equipped with a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter modification program 1083, and a synchronization function management program 1084. Furthermore, the server 1000 functions as the game execution control unit 1080a, the battle game execution unit 1081a, the training ball management unit 1082a, the parameter modification unit 1083a, and the synchronization function management unit 1084a. However, some or all of these programs and functions may also be located in one or both of the player terminal 1 and the server 1000.
[0224] Furthermore, the sharing of processing between player terminal 1 and server 1000 in the above embodiment is merely one example. For instance, each of the above processes can be performed by at least one or both of player terminal 1 and server 1000, and there are no particular limitations on the timing of execution or the execution device.
[0225] Furthermore, the processing in player terminal 1 and server 1000 in the above embodiments is merely one example. It goes without saying that the processing in player terminal 1 and server 1000 can be appropriately designed without departing from the purpose of the present invention.
[0226] The above description, with reference to the accompanying drawings, illustrates one embodiment; however, it is self-evident that the present invention is not limited to the above-described embodiment. Those skilled in the art will readily recognize various modifications and variations within the scope of the claims, and it should be understood that such modifications and variations also fall within the technical scope of the present invention.
[0227] (Processing performed by the computer)
[0228] The following processing is performed: The rank is determined based on the value of the specified parameters associated with the game medium owned by the player (in the above embodiment, for example, character level and equipment level), and the value of the specified parameter corresponding to the specified rank is stored as a base value (in the above embodiment, for example, synchronization level and synchronization grade) (in the above embodiment, for example, steps S1-2, steps 1-4, and steps S1-5).
[0229] The following processing is performed: for game media owned by the player, the value of a specified parameter relative to a reference value meets a specific condition (in the above embodiment, as an example, it is above the reference value), so that the value of the specified parameter can be updated according to the specified condition based on the player's operation (in the above embodiment, as an example, steps S2-9, S2-10, and S2-11).
[0230] The following processing is performed: For all game media owned by the player whose value of a specified parameter relative to a reference value does not meet a specific condition (in the above embodiment, for example, less than the reference value), the value of the specified parameter can be updated within the range up to the reference value based on the player's operation according to a more favorable condition for the player compared to the specified condition (in the above embodiment, for example, steps S2-5 to S2-8, and step S2-11).
[0231] Alternatively, the specified conditions may include consuming game media associated with the player.
[0232] Alternatively, an advantageous condition may include not consuming consumable game media associated with the player. Furthermore, as an advantage, the above embodiment shows a case where consumable game media is not consumed, but it is not limited to this. For example, as an advantage, the consumption of consumable game media may be less compared to the prescribed conditions. Additionally, as an advantage, it may be set up to consume different consumable game media that are easier to obtain compared to those consumed under prescribed conditions.
[0233] The computer can also perform the following processing: based on whether the value of a specified parameter relative to a reference value meets specific conditions, it determines the display method of the identification information corresponding to the game medium owned by the player (in the above implementation, step P1-10 is an example).
[0234] The computer can also perform the following processing: display the identification information in a predetermined display mode on the display screen (in the above embodiment, step P1-10 is an example).
[0235] Alternatively, for a game medium that updates the value of a specified parameter to a baseline value based on favorable conditions, the value of the specified parameter can be further updated based on the specified conditions (in the above implementation, steps S2-9, S2-10, and S2-11 are examples).
[0236] Furthermore, in the above embodiment, it is shown that for each player character ID, information such as whether it is set as a baseline value for synchronization level, whether it is set as a baseline value for synchronization grade, whether the first synchronization function can be used, and whether the second synchronization function can be used are stored in the character database in association. However, it is also possible not to store this information in the character database in association. For example, on the server 1000 side, when receiving parameter change information from player terminal 1, the synchronization level and synchronization grade can be derived by referring to the character database. Then, the server 1000 can also update the character level for players with a lower synchronization level free of charge, and update the character level for players with a higher synchronization level for a fee. In addition, the server 1000 can also update the equipment level for players with a lower synchronization level free of charge, and update the equipment level for players with a higher synchronization level for a fee. In addition, the server 1000 can also check whether the updated character level and equipment level content are correct, and update the character level and equipment level if there are no problems. In addition, server 1000 can also check whether the updated content of character level and equipment level is correct. If there is a problem, the update of character level and equipment level will not be performed.
[0237] Additionally, on player terminal 1, the synchronization level and synchronization grade can be exported by referring to the latest character database obtained from server 1000. Alternatively, if the character database on server 1000 has been updated, player terminal 1 can obtain the updated character database and export the synchronization level and synchronization grade by referring to the latest character database. Furthermore, player terminal 1 can display character confirmation screens, character details screens, and enhancement screens based on the exported synchronization level and synchronization grade. Additionally, if a player changes their character's level, player terminal 1 can send parameter change information to server 1000, containing information that identifies whether the character's level is below or above the synchronization level. Similarly, if a player changes their character's equipment level, player terminal 1 can also send parameter change information to server 1000, containing information that identifies whether the character's equipment level is below or above the synchronization level.
[0238] Furthermore, while the above embodiments illustrate a scenario where a character's level can be increased by consuming in-game currency, experience points, or other items possessed by the player, it is also possible to increase a character's level based on experience points accumulated through victories in battle games.
[0239] Furthermore, the above embodiment illustrates a case where the ranking is determined based on the character level values of the player's own characters, and the character level value corresponding to the specified ranking (30th position) is set as the baseline value for the synchronization level; however, it is not limited to this. For example, the character level of the player's character with the lowest character level value among those specified by the player in the designated frame could be set as the baseline value for the synchronization level. Alternatively, the character level of any player-specified character could be set as the baseline value for the synchronization level.
[0240] Furthermore, the above embodiment illustrates a case where the ranking is determined based on the equipment level of the player's own characters, and the equipment level corresponding to the specified ranking (30th rank) is set as the baseline value for the synchronization level; however, this is not a limitation. For example, the equipment level of the player's character with the lowest equipment level among those specified by the player in the designated frame could be set as the baseline value for the synchronization level. Alternatively, the equipment level of any player-specified character could be set as the baseline value for the synchronization level.
[0241] Furthermore, while the above embodiments illustrate using character level and equipment level as the objects for enabling the synchronization function, the objects for enabling the synchronization function are not limited to these. For example, the player's character level and rarity can also be set as objects for the synchronization function. Additionally, the level and grade of a specific skill of the player character can be set as objects for the synchronization function. Furthermore, the number of weapons or armor that can be equipped on the player character, and the number of skills that the player character can acquire, can be set as objects for the synchronization function. Additionally, the level, grade, and rarity of the player's owned weapons or armor can be set as objects for the synchronization function. Furthermore, the level, grade, and rarity of the player's owned crafting materials can also be set as objects for the synchronization function.
[0242] Furthermore, the above embodiment illustrates a scenario where the synchronization function can be used for all allied characters who do not meet the synchronization level or rank requirements. However, it is also possible to set a limit on the number of allied characters who can use the synchronization function (e.g., up to 10). Alternatively, an item that enables the synchronization function can be set up, allowing the synchronization function to be used only for allied characters who have used that item.
[0243] Additionally, you can set an upper limit for a character's level based on their type. Furthermore, if the synchronization level is higher than the set upper limit, you can use the synchronization function to change the character's level free of charge within the set upper limit. Alternatively, if the synchronization level is higher than the set upper limit, you can use the synchronization function to change the character's level free of charge within the synchronization level, exceeding the set upper limit.
[0244] Furthermore, the information processing program used to perform the processes in the above embodiments can also be stored in a computer-readable, non-transitory storage medium and provided in the form of a non-transitory storage medium. It can also be provided as a player terminal or information processing system including this storage medium. Additionally, the above embodiments can also serve as an information processing method for implementing the various functions and the steps shown in the flowchart.
[0245] Explanation of reference numerals in the attached figures
[0246] 1: Player terminal; 1000: Server; S: Information processing system.
Claims
1. An information processing program that causes a computer to perform the following processes: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.
2. The information processing program according to claim 1, wherein, The specified conditions include consuming game media associated with the player. The advantages include not consuming the consumable game media associated with the player.
3. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following processes: The display method of identification information corresponding to the game medium owned by the player is determined based on whether the value of the specified parameter relative to the benchmark value meets the specific conditions. as well as The identification information is displayed on the screen in the determined display mode.
4. The information processing program according to any one of claims 1 to 3, wherein, For a game medium that updates the value of the specified parameter to the baseline value according to the aforementioned favorable conditions, the value of the specified parameter can be further updated based on the aforementioned favorable conditions.
5. An information processing method, performed by one or more computers, the information processing method comprising the following processes: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.
6. An information processing system comprising one or more computers, wherein, The computer performs the following processing: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.