Information processing device, information processing method, and program
Patent Information
- Application Number
- JP2023013229
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-31
- Publication Date
- 2025-04-11
AI Technical Summary
Existing game systems fail to reflect the fluctuating value of game media in transactions, which affects gameplay interest and engagement.
An information processing device that sets parameters of game media based on the transaction price of corresponding media, adjusting gameplay dynamics and user strategies.
Enhances gameplay experience by reflecting value fluctuations, improving engagement and strategic depth through dynamic parameter adjustments.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Trading or exchanging game media such as items and characters in a game among users has already been carried out (see, for example, Patent Document 1). In the game system described in Patent Document 1, game media are issued as NFTs (Non-fungible Tokens) and circulated on a blockchain, so that the game media can be sold or exchanged while eliminating tampering of game data.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In trading game media, the value paid as consideration for the game media varies depending on the popularity of the game media, the amount presented by the trader, and the like. For example, for a popular game medium, more value is required when exchanging it for a value such as money in the transaction. If such circumstances can be reflected in a game played using the game medium, it is expected that the趣味性 (gameplay) of the game will be improved. Therefore, it is required to reflect the variation in the value required for trading game media in the game.
[0005] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program capable of reflecting the variation in the value required for trading game media in the game.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present invention includes a parameter setting unit, and when the value required for trading a first game medium owned by a user with a corresponding second game medium fluctuates, the parameter setting unit sets the parameters of the first game medium according to the value required for trading the second game medium at a predetermined time. [Effects of the Invention]
[0007] According to one aspect of the present invention, an information processing device, an information processing method, and a program can be provided that can reflect fluctuations in the value necessary for trading game media into the game. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram showing an example of a gameplay screen. [Figure 2] This figure shows an example screen displaying parameters for a game medium. [Figure 3] This diagram shows the relationship between the first game medium and the second game medium. [Figure 4] This figure shows an example of the trend in fluctuations in the trading price of game media. [Figure 5] This diagram shows the events related to the first and second game media in chronological order. [Figure 6] This is an explanatory diagram illustrating the relationship between rarity and transaction price. [Figure 7] This is a conceptual diagram showing an information processing device and a user terminal according to one embodiment of the present invention. [Figure 8] This figure shows an example of a home screen. [Figure 9] This is a diagram showing an example of a deck building screen. [Figure 10] This is a diagram showing an example of a screen for selling items. [Figure 11] This is an explanatory diagram about user information. [Figure 12] This is an explanatory diagram regarding owned media information. [Figure 13]It is an explanatory diagram of quest information. [Figure 14] It is an explanatory diagram of transaction history information. [Figure 15] It is an explanatory diagram of media-related information. [Figure 16] It is a diagram related to the functions of the information processing apparatus according to the first embodiment of the present invention. [Figure 17] It is a diagram showing the correspondence relationship between parameters and transaction prices. [Figure 18] It is a diagram showing an example of a screen for presenting recommended candidates. [Figure 19] It is a diagram showing an example of a guidance screen. [Figure 20] It is a diagram showing the flow of an information processing flow according to one embodiment of the present invention. [Figure 21] It is a diagram showing an example of a screen for notifying the amount of increase in the transaction price required to raise the rarity rank. [Figure 22] It is a diagram related to the functions of the information processing apparatus according to the second embodiment of the present invention.
Mode for Carrying Out the Invention
[0009] <Summary of the Present Invention> Hereinafter, specific embodiments of the information processing apparatus, information processing method, and program of the present invention will be described with reference to the accompanying drawings.
[0010] In the following, for convenience of explanation, there may be cases where explanations are made from the viewpoint of a GUI (Graphic User Interface). However, since the basic data processing technologies (communication / transmission technology, data acquisition technology, data recording technology, data processing / analysis technology, image processing technology, visualization technology, etc.) for realizing the content are well-known technologies, explanations regarding them will be omitted.
[0011] Furthermore, in this specification, "user" refers to a person who utilizes the functions of the information processing device of the present invention, and more specifically, a person who can enjoy the benefits (services) provided by the functions of the information processing device of the present invention by operating a predetermined device. The predetermined device may be a device owned by the user (for example, a user terminal described later), or it may be a device installed in a store or the like that the user does not own, but which can be used by entering a PIN or password or making a deposit when visiting the store or the like.
[0012] This invention relates to information processing technology related to games and information processing technology related to the trading of game media used in games. In explaining this invention, we will first describe games and the trading of game media.
[0013] (About the game) A game is a game that a user can play through their device (user terminal), such as an online game. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software like mobile games, and regularly updated online games such as play-by-web (PBW).
[0014] The game may be playable by a single user alone, or it may be a cooperative game (a so-called multiplayer game) where users can play the same in-game events together. Furthermore, the game may be playable against one or more other users. The game may also be free to play, or it may be a paid game, or have paid events.
[0015] In this specification, "playing a game" means progressing through a game using a game medium. A game medium is data (digital data) that can be used by a user within a game and is subject to acquisition, ownership, use (consumption), management, exchange, synthesis, enhancement, sale, disposal, or gifting. The manner in which a game medium is used is not limited to those explicitly stated herein. A game medium according to one embodiment of the present invention includes, for example, characters, avatars, items, in-game currency and other values, cards, tickets, and any other medium.
[0016] The genre of the game of this invention is not particularly limited, as long as it is played using a game medium. Below, we will describe a game in which various events can be played within the game. An in-game event (hereinafter also simply referred to as an event) is a unit of content within the game that progresses according to the user's will, and more specifically, progresses based on user operations performed through the user terminal 12 during the game. Examples of events include exploring the in-game space, quests, missions (tasks), and mini-games, audiovisual effects corresponding to their completion or failure, and obtaining, strengthening, and synthesizing game media.
[0017] Of the events mentioned above, quests, also known as "stages," are game elements played with the objective of clearing them. When playing a quest, the user selects two or more characters from their owned characters to form a deck. Here, the deck corresponds to a "group of game elements," and as shown in Figure 1, it contains multiple characters as game elements. During quest play, the user controls each character in the deck, specifically moving each character on the field set for the quest, attacking enemies on the field with each character, and having each character defend against enemy attacks. When the user clears a quest, they are given rewards corresponding to the quest.
[0018] Game media can be obtained during gameplay by fulfilling certain conditions. For example, they can be obtained by participating in a lottery event known as a gacha, or as a reward for completing a quest. In addition, in this invention, game media can be obtained through transactions described later. Users own the acquired game media and can use them in the game thereafter. When focusing on a single user, the game media owned by that user will be referred to as the "first game media" below.
[0019] As shown in Figure 2, parameters are set for game elements such as characters and items. Parameters include the presence or absence of status, attributes, properties / characteristics, states, and abilities set for characters and items, and the difficulty of the game changes depending on the parameters of the game element used. Examples of parameter types include the following p1 to p4. p1: Numerical values that are advantageous in game progression when high, such as attack power, defense power, luck, and speed, or numerical values that are advantageous when low, such as hunger. p2: Attributes, properties, characteristics, and stats specific to each character and item type. p3: Whether or not there are advantageous adaptability (resistance), attributes, and skills against specific enemies or quests, or whether or not there are disadvantageous weaknesses against specific enemies or quests. p4: A numerical value indicating difficulty of obtaining: Rarity (difficulty of obtaining)
[0020] Parameters include fixed parameters, which have a set content, and variable parameters, which change. Variable parameters change as the game progresses; for example, a character's variable parameters may change as the character grows (specifically, as they level up). Furthermore, the variable parameters of a target character or item may change by implementing events that alter parameters, such as enhancement or evolution. In addition, in this invention, the variable parameters of a character or item change according to their trading price. Hereafter, unless otherwise specified, variable parameters will simply be referred to as "parameters."
[0021] (Regarding the trading of game media) In this invention, game media can be exchanged for value through transactions between users. Specifically, during gameplay, users can conduct transactions within the game targeting a first game medium and exchange the first game medium for a predetermined value. In one embodiment of this invention, the transaction of game media is a buy-and-sell transaction, in which a seller user selects the game media to sell and submits a transaction request, and a buyer user purchases the game media to be sold by paying value in the transaction.
[0022] Examples of value used in trading (exchanging) game media include in-game currency, cash and electronic money, cryptocurrencies, follower counts / support counts, the number of emotional indicators that quantify emotions (for example, the number of reactions such as "likes" on social media or in games), and game media owned by other users. In this specification, "value" refers to the type of value exchanged for game media in a transaction, and the quantity of value required for the transaction. In the following, "value" will be defined as money or cryptocurrency, and "value required for trading game media" will be defined as the quantity of value paid (consumed) when acquiring the game media being traded, and will be referred to as the "transaction price" below.
[0023] Furthermore, in one embodiment of the present invention, the game medium is traded as an NFT, and the game data (particularly the data of the game medium being traded) is managed to prevent tampering using blockchain technology. More specifically, the game medium, which is an NFT, is traded in accordance with an Ethereum-based blockchain such as ERC721 (Ethereum Request for Comments), or another Ethereum-compliant blockchain such as Dapper Labs' "FLOW," in order to guarantee its uniqueness.
[0024] In typical NFT transactions, ownership of the NFT is transferred while copyright and other rights are retained by the original rights holder. However, in one embodiment of the present invention, the rights, including copyright and other rights, are transferred to the transferee (specifically, the NFT purchaser) along with ownership through the NFT transaction. Naturally, however, this is not the only way; various rights and values can be managed using NFT tokens on a ledger such as a blockchain to manage various electronic information.
[0025] Furthermore, NFTs (Non-Fictitious Documents) have a set total number of copies that can be obtained within the game (issuance limit). Once the total issuance limit for a particular game copy is reached, further issuance is restricted. For example, if users A, B, C, and D each own one copy of character Ch1, which has a total issuance limit of "4," then none of the users can obtain character Ch1 again through lotteries or quest completion rewards. On the other hand, if user A sells (exchanges) their character Ch1, other users can obtain character Ch1 through the transaction.
[0026] Furthermore, if multiple users own a certain character Chx, the character Chx owned by one user corresponds to the first game medium, as shown in Figure 3, while the character Chx owned by the remaining users corresponds to the second game medium. In other words, the second game medium is the game medium corresponding to the first game medium, and specifically, it is the same type of game medium as the first game medium. Here, the first and second game mediums are relative concepts, and if the game medium considered as the first game medium changes, the game medium corresponding to the second game medium will change accordingly.
[0027] Furthermore, as mentioned above, since the first and second game media are of the same type, the exchange value required for trading, i.e., the trading price, is common to both the first and second game media. Note that since game media that are NFTs have guaranteed uniqueness, the trading prices of the first and second game media are normally determined independently. However, in the cases shown below, the trading prices of the first and second game media are linked to each other, and more specifically, they are considered to be the same price.
[0028] The trading price of a game medium should be determined based on factors such as the total number of copies issued to date, the number of copies remaining available, and the number of sellers and buyers. For example, the fewer copies issued to date, the higher the trading price will be, and the fewer copies remaining available, the higher the trading price will be. Furthermore, the new transaction price may be determined based on the transaction prices (the transaction rates set as the selling price / buying price) offered by seller / buyer users in previous transactions. For example, the transaction price of a game medium that has been traded at Yb (>Ya) yen in previous transactions will be higher than that of a game medium that has been traded at Ya yen in previous transactions. This method of determining the transaction price is useful, for example, when determining the transaction price of a popular game medium regardless of the number issued or the remaining number available. When determining the new transaction price based on transaction prices at various points in the past, weights may be assigned to the transaction prices at each point in time, with the most recent transaction price receiving the highest weight.
[0029] Game media include variable-price game media, whose trading price fluctuates over time, and fixed-price game media, whose trading price remains constant. Furthermore, the trading price of variable-price game media may fluctuate regularly, and as shown in Figure 4, it may repeatedly rise and fall in regular cycles. To explain with a specific example, if the playable period for a certain quest in a game occurs at regular intervals, the demand for a particular game media that is adaptable (has advantageous characteristics) to that quest will increase in line with the playable period of that quest, and the trading price will rise from around the start of that period. On the other hand, when the playable period of the above quest ends, the demand for that particular game media decreases, and the trading price falls after the playable period ends.
[0030] Furthermore, if the first and second game media are variable-rate game media, as mentioned above, the transaction price is common to both the first and second game media. Therefore, when the transaction price of the second game media fluctuates, the transaction price of the first game media will fluctuate in a manner that shows the same fluctuation trend.
[0031] [Regarding the relationship between parameters and transaction prices] In one embodiment of the present invention, the parameters of a first game medium, which is a variable game medium, fluctuate according to the trading price of a second game medium, which is also a variable game medium. More specifically, the parameters are determined according to the trading price of the second game medium at a predetermined point in time after the user has acquired the first game medium. This configuration is a characteristic feature of the present invention.
[0032] The types of parameters of the first game medium that fluctuate in accordance with the trading price of the second game medium are not particularly limited and can be determined arbitrarily. Furthermore, there may be one or more parameters that fluctuate in accordance with the trading price of the second game medium. In this section, the parameters of the first game medium that fluctuate in accordance with the trading price of the second game medium will be referred to as "parameter P" below.
[0033] The above configuration will be explained with reference to Figure 5, assuming that the character Ch1 owned by user U1 is the first game medium, and the same character Ch1 owned by another user U2 is the second game medium. Figure 5 shows the events related to the first and second game mediums in chronological order.
[0034] Suppose user U1 obtains character Ch1 (first game medium) through a lottery or quest reward. As a result, as shown in Figure 5, the number of issued character Ch1 increases from n (where n is a natural number) to n+1, while the number of obtainable character Ch1 decreases from m (where m is a natural number) to m-1. At this point, the trading price (market value) of character Ch1 is assumed to be Ya yen. Furthermore, the parameter P of character Ch1 obtained and owned by user U1 is the value at the time of acquisition, i.e., the initial value.
[0035] On the other hand, assume that user U2 also obtains character Ch1 (the second game medium). As a result, as shown in FIG. 5, while the number of issued copies of character Ch1 increases to n + 2, the number of available copies of character Ch1 decreases to m - 2. At this point, the trading price (market price) of character Ch1 is Ya yen, and the parameter P of the character Ch1 owned by user U1 remains at the value (initial value) at the time of acquisition. Note that the trading price of character Ch1 may decrease in the future due to the increase in the number of issued copies of character Ch1.
[0036] After that, assume that user U2 conducts a transaction to sell character Ch1, sets the selling price at Yb yen (> Ya) in that transaction, and the transaction is completed at that selling price. Triggered by this transaction, the trading price of character Ch1 may increase. In that case, as shown in FIG. 5, along with the increase in the trading price, the parameter P of the character Ch1 owned by user U1 increases.
[0037] On the other hand, assume that the transaction at the selling price of Yb yen is not completed, the selling price is reset to Yc yen (< Ya), and the transaction is completed at that selling price. Triggered by this transaction, the trading price of character Ch1 may decrease. In that case, as shown in the rightmost column of FIG. 5, along with the decrease in the trading price, the parameter P of the character Ch1 owned by user U1 decreases.
[0038] In the case where user U2's character Ch1 is sold at Yb yen, assume that user U1 then uses the character Ch1 owned by user U1 in the game. In this case, the parameter P of the character Ch1 is set according to the trading price of character Ch1 (strictly speaking, the character Ch1 corresponding to the second game medium) at a predetermined time point. Here, the predetermined time point is the time point after user U1 obtains character Ch1. The predetermined time point is not particularly limited, but it may also be a predetermined timing during the game in which user U1 plays using character Ch1. For example, it may be any of the following time points t1 to t5. t1: The start time point of playing a quest using the owned character Ch1 t2: In the above quest, when it is User U1's turn to act. t3: In the above quest, at the point when user U1 performs an action (gives instructions) to their character. t4: When building a deck to play the above quest t5: In the above quest, when a specific scene occurs
[0039] To elaborate on the above point in time t5, if the given scene is one in which user U1 controls character Ch1 to attack an enemy, then it is appropriate to set the attack power, which is parameter P of character Ch1, according to the trading price of character Ch1 at that point in time. Furthermore, if a given scene is one in which user U1's character Ch1 is attacked by an enemy, it is advisable to set the character Ch1's defense power, which is parameter P, according to the trading price of character Ch1 at that time. Furthermore, if a given scene is one in which user U1 controls character Ch1 to move it around the field, or in one in which character Ch1 is moving, it is advisable to set the speed parameter P of character Ch1 according to the trading price of character Ch1 at that time. Furthermore, if a given scene is one in which user U1 completes a quest and receives a reward, it is advisable to set the luck parameter of character Ch1 according to the trading price of character Ch1 at that time. Note that the higher the luck of the character (more precisely, the character used to play the quest) at the time of quest completion, the higher the probability of obtaining the reward, which in turn increases the probability of obtaining rare characters or items.
[0040] The parameter P of character Ch1, which fluctuates according to the transaction price at a predetermined point in time, may include the rarity (difficulty of obtaining) of character Ch1. In one embodiment of the present invention, the rarity is divided into multiple stages, and is specifically ranked as shown in Figure 6. In the following, six ranks are set for rarity, and the higher the rank number, the higher the rarity (the rarer the character).
[0041] Each rank has a threshold set for the transaction price. When the transaction price of Character Ch1 (specifically, Character Ch1 corresponding to the second game medium) reaches one of the thresholds set for each rank, the rarity of Character Ch1 (specifically, Character Ch1 corresponding to the first game medium) becomes the rarity of the rank corresponding to that threshold. For example, in the case shown in Figure 6, if the transaction price of Character Ch1 is 2300 yen, the rarity of Character Ch1 is rank 3, and when the transaction price of Character Ch1 rises to 5000 yen, it will rise to rank 4. Furthermore, it is preferable that the thresholds for each rank be set to appropriate values such that the difference between consecutive ranks does not become too small, and the gap between ranks increases as the rank increases.
[0042] [About an information processing device and user terminal of one embodiment of the present invention] Next, an information processing device and a user terminal 12 according to one embodiment of the present invention (hereinafter referred to as the first embodiment) will be described with reference to Figure 7. Note that in Figure 7, for illustrative purposes, only two user terminals 12 are shown; however, in reality, there are a number of user terminals 12 corresponding to the number of users who utilize the functions of the information processing device.
[0043] In the first embodiment, the information processing device is comprised of a server computer (hereinafter referred to as server 10), and server 10 can communicate with user terminal 12 via a communication network N. Server 10 and user terminal 12 constitute an information processing system (communication system), and users can use the services provided by server 10 through this system. In other words, by user terminal 12 communicating with server 10 via the communication network N, users can play games and conduct transactions of game media with other users. The communication network N is, for example, a communication network consisting of the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).
[0044] During gameplay, server 10 executes a series of information processing steps related to game progress (excluding information input and display), while user terminal 12 generates information to be handed over to server 10 and outputs information distributed from server 10.
[0045] The user terminal 12 is a terminal (client terminal) used by the user to play the game, and can be composed of, for example, a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, or wearable device. The user terminal 12 has a game application program installed, and the program is launched when the user initiates a startup operation, thereby starting the game.
[0046] During gameplay, the user terminal 12 is operated by the user, generates data corresponding to that operation, and transmits the generated data to the server 10. The user terminal 12 also has a display device such as a display. During gameplay, the user terminal 12 displays the game screen, which is the display screen of the game, on the display device, and also displays display data sent from the server 10 as it is received, and displays the information indicated by that display data on the game screen.
[0047] The game screen includes the event play screen shown in Figure 1, the home screen S0 shown in Figure 8, the deck building screen S1 shown in Figure 9, and the selling screen S2 shown in Figure 10. The home screen S0 is displayed before playing an event in the game and accepts the user's input to select the event to play. The deck building screen S1 is displayed for building a deck when playing a quest and accepts the user's input to select the characters to include in the deck. The selling screen S2 is displayed for selling characters in a trade and accepts the user's input to select the characters to trade.
[0048] Server 10 is an example of a computer that generates and sends / receives data necessary for game progression, and performs various information processing related to game progression. Furthermore, Server 10 performs a series of information processing related to the trading of game media, which are NFTs. Information processing related to transactions involving NFTs (for example, the transfer of NFTs to an NFT wallet) is publicly known, so its explanation will be omitted.
[0049] Server 10 consists of, for example, an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Furthermore, server 10 may be a single computer or multiple computers configured in parallel and distributed. If server 10 is composed of multiple computers, the computer that performs information processing related to game progress and the computer that performs information processing related to the trading of game media may be separate devices.
[0050] As hardware components, server 10 includes a processor 10A, memory 10B, communication interface 10C, and storage 10D, as shown in Figure 7, and these are electrically connected via bus 10E.
[0051] The processor 10A may consist of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc. The memory 10B may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0052] The communication interface 10C may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 10C is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G-5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).
[0053] Storage 10D may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Storage 10D may be built into the server 10, attached to the server body as an external device, or may be a NAS (Network Attached Storage), etc.
[0054] Furthermore, the storage 10D may be composed of a third computer, such as a database server or online storage, that is connected to the server 10 in a communicative manner. In this case, the server 10, together with the third computer that constitutes the storage 10D, constitutes the information processing device of the present invention.
[0055] Storage 10D stores and accumulates various types of information. Specifically, storage 10D stores user information shown in Figure 11, owned media information shown in Figure 12, quest information shown in Figure 13, transaction history information shown in Figure 14, and media-related information shown in Figure 15.
[0056] User information refers to users who are eligible to play the game, i.e., users who have registered an account for playing the game, and is stored for each user. As shown in Figure 11, user information includes personal information such as the user's ID and name, as well as game play history, including game play time, types of quests played so far, the date and time each quest was played (in Figure 11, only the year, month, and day are shown for convenience), and whether or not the quest was completed. Furthermore, in the first embodiment, the user can pre-specify quests they plan to play in the future, and the user information includes the results of that specification. Furthermore, user information includes details related to game media transactions, such as the remaining balance of funds available for transactions and whether or not a transaction reservation has been made. A transaction reservation means that the user designates (reserves) a transaction in advance for a specific game media that they wish to acquire.
[0057] Owned media information is information about each game media owned by a user and is stored for each user. As shown in Figure 12, owned media information includes the type of game media owned by the user, the identification ID assigned to each game media, the current parameters of each game media, and information indicating whether each game media is a variable or fixed game media. The identification ID is unique identification information for each game media; for example, the identification IDs assigned to multiple game media of the same type will be different from each other.
[0058] Quest information is information about multiple playable quests in the game, and is stored for each quest. As shown in Figure 13, quest information includes the type of quest, its characteristics, information about enemies and gimmicks that appear during the quest, the playable period (schedule), and the unlock conditions. Unlock conditions are the conditions required to unlock a quest that can only be played if the user meets certain conditions. Furthermore, for certain quests, there are game media (characters) that demonstrate a high degree of suitability for those quests. Whether or not a game media is highly suited to a particular quest can be determined by the combination (compatibility) of the quest's characteristics, including the enemies and gimmicks that appear within the quest, with the game media's attributes, resistances, and other parameters.
[0059] Transaction history information is a record of transactions involving game media conducted to date, and is stored for each transaction. As shown in Figure 14, transaction history information includes the transaction number, the identification ID of the game media involved in the transaction, the current status of the transaction (whether the transaction is ongoing or completed), the IDs of the seller / buyer users, the transaction price, whether the transaction was successful or not, and, if the transaction was completed, the date and time of completion (in Figure 13, only the year, month, and day are shown for convenience).
[0060] Media-related information includes information showing the issuance status and transaction prices for all types of game media, and is stored separately for each type of game media. As shown in Figure 15, media-related information for each type of game media includes the total number issued to date, the remaining number available, the identification ID of issued game media, and the trend in transaction prices. The trend in transaction prices is data that shows the selling price (transaction price) in each transaction for game media that have been traded in the past, in chronological order.
[0061] Furthermore, the information stored in storage 10D is not limited to the information shown in Figures 11-15, and may include other information. Also, the items included in the information shown in Figures 11-15 are not particularly limited and may include items other than those listed above.
[0062] Server 10 has programs for the operating system (OS) and information processing programs for game progression and transaction execution installed. These programs correspond to the "programs" of the present invention and are programs that control Server 10, which is a computer. In other words, by being executed by the processor 10A described above, Server 10 performs its function as an information processing device of the present invention.
[0063] The above information processing program may be obtained by reading it from a computer-readable recording medium, or it may be obtained (downloaded) via a network such as the Internet or an intranet.
[0064] <About server functions> Next, referring to Figure 16, the configuration of Server 10 will be explained again from a functional standpoint. Server 10 includes an operation reception unit 21, a game progress unit 22, a deck setting unit 23, a value acquisition unit 24, a trend identification unit 25, a trend display unit 26, a parameter setting unit 27, an effect application unit 28, a candidate presentation unit 29, a notification unit 30, a first notification unit 31, a second notification unit 32, a communication unit 33, a reporting unit 34, and a transaction execution unit 35.
[0065] The above-mentioned functional units are realized through the cooperation of various hardware devices that make up server 10 and programs installed on server 10. Each functional unit will be described in detail below.
[0066] (Operation reception desk) The operation reception unit 21 receives various operations (user operations) performed by the user through the user terminal 12, and more specifically, it obtains data indicating the content of the user operations from the user terminal 12 via the communication network N. User operations received by the operation reception unit 21 include various operations related to playing games and trading game media, and specifically include selection, specification, instruction, request, command, permission or denial, registration, reservation, and other input operations. User-specified actions include pre-selecting quests that the user plans to play in the future within the game. User reservation actions include pre-reserving transactions for specific games that the user wishes to acquire.
[0067] (Game Management Team) The game progress unit 22 advances the game in response to game progress operations received from the user during gameplay, generates display data to show the game screen according to the game progress, and transmits it to the user terminal 12. The game progress unit 22 also updates the user information stored in the storage 10D regarding game progress according to the user's game progress. Game progress refers to the current status of the progress or advancement of events determined by the user's operations, and specifically includes the outcome of battles, the correctness of answers to questions, whether quests and missions have been completed, changes in game media (e.g., acquisition, consumption, exchange, synthesis, enhancement, sale, disposal, or gifting of game media), lottery results, and changes in the position of each character in the in-game space.
[0068] (Deck setting section) The deck setting unit 23 corresponds to the game media group setting unit and accepts the user's selection operation (deck formation operation) when the user plays a quest, and sets a deck according to the selection result. Specifically, when playing a quest, the deck formation screen S1 shown in Figure 9 is displayed on the user terminal 12. The deck formation screen S1 displays a list of characters owned by the user, and the user selects the number of characters necessary for deck formation from the characters displayed on the screen. The deck setting unit 23 sets a deck formed by the multiple characters selected by the user. After the deck is set, the user can play the quest using the set deck.
[0069] (Value Acquisition Department) The value acquisition unit 24 identifies the game medium owned by the user, i.e., the first game medium, and acquires information regarding the transaction price of the identified first game medium and the corresponding second game medium. Specifically, the price acquisition unit 24 reads information regarding the trend of transaction prices for characters of the same type as the character owned by the user (corresponding to the second game medium) from the storage 10D. As a result, the price acquisition unit 24 acquires information indicating the transaction price at a predetermined point in time for characters of the same type as the character owned by the user.
[0070] (Trend Identification Department) The trend identification unit 25 identifies the fluctuation trend of the trading price of each game medium based on the trend of the trading price of each game medium. Furthermore, if the trading price rises or falls periodically in the identified fluctuation trend, the trend identification unit 25 can identify the periods of rise and fall, and can also predict future periods of rise and fall. For example, if the trading price of a certain character rises on certain days of the week or during periods when certain quests are playable, the trend identification unit 25 can predict the period of rise in the trading price of that character based on the above trend. Furthermore, the trend identification unit 25 identifies the degree of increase (rate of increase) of the trading price if the trading price is currently trending upward, and identifies the degree of decrease (rate of decrease) of the trading price if the trading price is currently trending downward. The rate of increase / decrease refers to the amount of increase / decrease in the trading price per unit time, and more specifically, it refers to the average amount of increase / decrease over a predetermined period including the present time.
[0071] (Trend display section) The trend display unit 26 displays the price fluctuation trend of the first game medium owned by the user, among the price fluctuation trends of game mediums identified by the trend identification unit 25. Specifically, as shown in Figure 9, the trend display unit 26 displays a chart showing the price fluctuation trend of the trading price of each character, or a word indicating the change trend (for example, "rising"), near the icon of each character displayed in the list on the deck formation screen S1 displayed on the user terminal 12. The display format and method of the fluctuation trend are not particularly limited, but for example, the chart showing the fluctuation trend may be displayed in thumbnail format. Furthermore, if the user performs a predetermined operation (for example, touching the chart on the screen) on the chart of fluctuation trends displayed on the deck formation screen S1, an enlarged chart may be displayed. In that case, the enlarged chart should show fluctuation trends over a longer period than the original chart (see Figure 21).
[0072] (Parameter setting section) The parameter setting unit 27 sets the parameters of the first game medium owned by the user. In the first embodiment, the parameter setting unit 27 sets the parameters of the first game medium according to the trading price of the second game medium at a predetermined time. Specifically, the higher the trading price of the second game medium at a predetermined time, the more advantageous the parameters of the first game medium are set to be in the game. The parameters also include rarity (availability), and the parameter setting unit 27 sets the rarity of the first game medium according to the trading price of the second game medium at a predetermined time.
[0073] In the first embodiment, the parameter setting unit 27 gradually changes each parameter of the first game medium. Specifically, as shown in Figure 17, several thresholds (hereinafter referred to as parameter thresholds) are determined for the trading price of the second game medium. The parameter setting unit 27 sets each parameter of the first game medium to the parameter corresponding to the parameter threshold reached by the trading value of the second game medium at a predetermined point in time. For example, if the trading price rises from 80 yen to 100 yen, the attack power of the character corresponding to the first game medium increases from 50 to 55.
[0074] Furthermore, in the first embodiment, if the trading price of the second game medium at a predetermined point in time exceeds a parameter threshold, each parameter of the first game medium is maintained so as not to fall below the parameter corresponding to the parameter threshold during the subsequent predetermined period. The period during which the parameters are maintained in this manner may be arbitrarily determined, and may, for example, be maintained indefinitely for the duration that the game is available.
[0075] The transaction price at a given point in time may be the actual transaction price at that point in time (i.e., the market price), or it may be a transaction price determined by statistical methods. The transaction price determined by statistical methods may be the average of transaction prices during a specific period including the given point in time, or the average of transaction prices at multiple points in time including the given point in time.
[0076] Furthermore, there are no particular restrictions on which parameters are set according to the trading price of the second game medium. For example, the parameters to be set may be automatically (specifically, randomly) determined by the information processing device. Alternatively, the user may be able to select which parameters to set. In this case, the user's will can be reflected in the parameter fluctuations according to the trading price of the second game medium. To explain in more detail, when a certain parameter increases, the enjoyment of the game may be diminished as a result of that parameter increase (specifically, the character may become too strong, reducing the fun of the game), which may be undesirable for the user. Therefore, in cases where a parameter increases because the trading price of the second game medium exceeds a predetermined threshold (parameter threshold), it would be good to allow the user to choose whether or not to accept that parameter increase. In addition, some quests have restrictions that require playing only with characters whose parameters are below a certain standard. Considering the possibility of playing such restricted quests, a function that allows the user to choose whether or not to increase parameters, as described above, becomes necessary.
[0077] Furthermore, if the trading price of the second game medium exceeds the parameter threshold, the parameter setting unit 27 may set the target parameter at any time specified by the user. On the other hand, if the trading price of the second game medium falls, the parameter may be forcibly reduced, or in other words, there may be no function to allow the user to choose whether or not to accept the parameter reduction.
[0078] (Effect application section) The effect granting unit 28 grants the user an effect corresponding to the transaction price of the first game medium and the second game medium in a quest played by the user using the first game medium. The effect is an effect that is activated during the play of the quest, and may be, for example, the unlocking of special abilities / skills possessed by the character corresponding to the first game medium, or an improvement in parameters. In the first embodiment, effects are granted according to the deck, which is composed of two or more first game media. Specifically, the effect granting unit 28 identifies the transaction price of the corresponding second game media at a predetermined time for each of the two or more first game media included in the deck, and calculates a total price (equivalent to total value) by summing the transaction prices identified for each first game media. Then, in the quest, the effect granting unit 28 grants the user an effect corresponding to the total price. In this case, the higher the total price, the more advantageous the effect granted.
[0079] Furthermore, in the first embodiment, if the total price exceeds a threshold (hereinafter referred to as the determination threshold), the effect application unit 28 will continue to apply effects to the quests played by the user for a predetermined period thereafter. The period for which this state is maintained can be arbitrarily determined, and for example, it may be maintained indefinitely for the duration that the game is available.
[0080] (Candidate presentation section) The candidate suggestion unit 29 suggests, as recommended candidates for inclusion in a deck when a user is forming a deck during quest play, first game media whose parameters have risen to or above a predetermined value due to an increase in the trading price of the second game media (hereinafter referred to as parameter-boosting media). The predetermined value may be a value pre-set as a game setting value, or a value set by the user. In the first embodiment, the candidate presentation unit 29 presents the user with a list of two or more parameter-enhancing media as recommended candidates. The two or more parameter-enhancing media in this list are displayed in a predetermined area on the deck building screen S1 (in the illustrated example, the area displayed by scrolling the screen downwards), as shown in Figure 18. At this time, the display order of each of the two or more parameter-enhancing media in the list may be determined according to the degree of increase in the trading price of the corresponding second game medium, or it may be determined according to the degree of increase in the parameters of the parameter-enhancing media, as shown in Figure 18.
[0081] Furthermore, the candidate presentation unit 29 may, in cooperation with the trend identification unit 25, present to the user future parameter-increasing media as recommended candidates to include in the deck. In other words, the candidate presentation unit 29, in cooperation with the trend identification unit 25, can identify the fluctuation trend of the trading price of the corresponding second game media for each first game media owned by the user, and if the trading price is trending upward, it can identify the period of that upward trend. Once the upward trend period has been identified, the candidate presentation unit 29 should present to the user first game media whose parameters will increase due to the rise in trading price during the identified upward trend period as recommended candidates to include in the deck. In that case, the candidate presentation unit 29 should present the above recommended candidates within the upward trend period (specifically, on the date and time corresponding to the upward trend period).
[0082] (News Department) The notification unit 30 notifies the user if, during gameplay, the parameters of the first game medium exceed a predetermined value due to an increase in the trading price of the second game medium. Specifically, in order to notify the user of the above, the notification unit 30 may, for example, use visual effects such as lighting up or flashing a predetermined area on the play screen, or it may display a mark or message on the screen that suggests the notification content.
[0083] Furthermore, among the multiple quests in the game, there may be specific quests (corresponding to specific events) that become playable when the parameters of the first game medium exceed a predetermined value due to an increase in the trading price of the second game medium. In this case, when a specific quest is unlocked because the parameters of the first game medium exceed a predetermined value due to an increase in the trading price of the second game medium, the notification unit 30 may further notify the user of this fact.
[0084] (First Notification Department) The first notification unit 31 notifies the user when the parameter of the parameter-raising medium falls below a set value (for example, the value at the time of acquisition of the first game medium) due to a decrease in the trading price of the second game medium. The first game medium whose parameter has returned to the above set value may be incorporated into the deck.
[0085] (Second Notification Department) The second notification unit 32 notifies the user if, while the user is forming a deck for playing a quest, the deck contains a first game medium whose parameters have fallen below a predetermined value due to a decrease in the trading price of the second game medium (hereinafter referred to as a parameter-declining medium). Specifically, the second notification unit 32 displays a warning message on the user terminal 12 indicating that a character with parameters below a predetermined value is included in the deck, or outputs a warning sound from the user terminal 12. The predetermined value can be determined arbitrarily; for example, it may be determined according to the parameters of the first game medium corresponding to the parameter-declining medium at the time of its last use. Furthermore, if the user owns two or more parameter-reducing media among the first game media, the second notification unit 32 may present the user with a list displaying the two or more parameter-reducing media. Each of the two or more parameter-reducing media in this list should be displayed in a predetermined area of the deck building screen S1 in an order corresponding to the degree of decrease in the trading price of the corresponding second game media or the degree of decrease in the parameters, following the recommended candidate display method shown in Figure 18.
[0086] (Liaison Department) The communication unit 33 will notify users who have reserved a transaction for a specific game medium when the transaction price of that specific game medium reaches a predetermined level. The predetermined level may be a price set in advance or a price specified by the reservation user.
[0087] (Reporting Department) Based on the trend of fluctuations in the trading price of the game medium identified by the trend identification unit 25, the reporting unit 34 identifies a period during which the trading value of the corresponding second game medium owned by the user tends to decline. The reporting unit 34 then reports to the user the first game medium whose parameters decrease due to the decline in the trading price of the second game medium during the decline period, as well as the period of decline. For example, if the trading price of a certain character tends to decline in a specific period or according to a predetermined rule, the reporting unit 34 reports to the user who owns the character the character and the period during which its trading price declines. In the first embodiment, once the reporting unit 34 identifies a decline period, it reports to the user the first game medium in which the parameters decrease due to the decline in the trading price during that decline period.
[0088] (Transaction Execution Department) The transaction execution unit 35 executes a process to conduct a transaction using a first game medium as the exchange target when the first game medium owned by the user contains a first game medium whose parameter has fallen below a predetermined value due to a decrease in the trading price of the second game medium (i.e., a parameter-declining medium). The processes performed by the transaction execution unit 35 include guidance processing and sales processing.
[0089] The guidance process is the process of guiding the user (specifically, the user who owns the parameter-decreasing medium) to trade the parameter-decreasing medium that is the target of the exchange. Specifically, this involves displaying a message proposing the above-mentioned trade on the user terminal 12, or outputting audio or other means to guide the user to the above-mentioned trade. Furthermore, if the user owns two or more parameter-decreasing mediums, the guidance screen S3 shown in Figure 19 may be displayed on the user terminal 12, and on this guidance screen S3, two or more parameter-decreasing mediums may be displayed as candidates for the trade (exchange).
[0090] Furthermore, in the first embodiment, the transaction execution unit 35 determines, before executing the guidance process, whether the parameter reduction medium to be exchanged is associated with a quest that the user plans to play in the future. Associated with a quest to be played in the future means that it is highly compatible with that quest, for example, that it has resistance to enemies or gimmicks that appear in that quest, or that it is a game medium necessary to unlock that quest so that it can be played. For parameter reduction mediums that are not associated with a quest that the user plans to play in the future, the transaction execution unit 35 executes guidance processing regarding a transaction in which the parameter reduction medium is the target of exchange. On the other hand, for parameter-reducing media associated with quests that the user plans to play in the future, the guidance process is postponed. For example, in the guidance screen S3 of Figure 19, game media associated with quests that the user plans to play in the future are excluded from the list of tradeable (exchangeable) items and are displayed in gray. Furthermore, quests that a user plans to play in the future can be identified from the user information stored in storage 10D, based on the specified results regarding quests that the user plans to play in the future.
[0091] The sale process is triggered when a user performs a prescribed operation (transaction operation) to carry out a transaction in response to a notification for trading a parameter-decreasing medium. The sale process is a series of information processing steps for selling the parameter-decreasing medium, which is the subject of the exchange, as an NFT. The specific details and flow of the process are publicly known, so an explanation will be omitted.
[0092] <Regarding an information processing method according to one embodiment of the present invention> Next, the information processing flow using the information processing device according to the first embodiment will be described. The information processing flow according to the first embodiment includes a flow for when a user plays a game using a game medium and a flow for when a user conducts a transaction for a game medium. The latter flow is similar to the buying and selling transaction of NFTs, and since the specific processing content and flow are publicly known, the explanation will be omitted.
[0093] The information processing flow for gameplay (hereinafter simply referred to as the information processing flow) employs the information processing method of the present invention and proceeds according to the flow shown in Figure 20. In other words, each step in the information processing flow (specifically, each step shown in Figure 20) corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.
[0094] In the information processing flow, the server 10, which constitutes the information processing device, communicates with the user terminal 12 of the user playing the game (hereinafter referred to as user U1), and sends and receives data between the server 10 and the user terminal 12. The processor 10A of the server 10 also executes the information processing flow based on the data received from the user terminal 12, specifically advancing each step in the information processing flow. Furthermore, during the execution of the information processing flow, the display screen of the user terminal 12 changes according to the progress of the game (progress of the information processing flow).
[0095] In the following, the processing on the server 10 side will be explained by referring to the flow shown in Figure 20, and the processing on the user terminal 12 side will be explained from a GUI perspective. The following explanation assumes that user U1 is playing the game.
[0096] In the information processing flow, user U1 selects a quest to play. As shown in Figure 20, when server 10 receives the result of user U1's quest selection from user U1's user terminal 12 (S001), it displays the deck formation screen S1 on the user terminal 12's display (S002).
[0097] Furthermore, when playing a quest, Server 10 sets the parameters of each character owned by User U1 as the first game medium. Specifically, for each character that is the first game medium, Server 10 identifies the corresponding transaction price of the second game medium at a predetermined point in time (S003). Here, the predetermined point in time is the time after obtaining the character that is the first game medium, for example, the time when the deck is formed.
[0098] Furthermore, Server 10 sets the parameters of each character (first game medium) owned by User U1 according to the transaction price of the corresponding second game medium at a predetermined time (S004). If there is a character among User U1's owned whose parameters have risen above a predetermined value due to an increase in the transaction price of the second game medium (i.e., a parameter-increasing medium), Server 10 presents that character as a recommended candidate to include in the deck (S005, S006).
[0099] To explain in more detail, as shown in Figure 18, Server 10 displays recommended characters in a predetermined area on the deck building screen S1. If User U1's owned characters include two or more parameter-enhancing materials, Server 10 presents the user with a list of the two or more parameter-enhancing materials as recommended candidates. In this case, each of the two or more parameter-enhancing materials in the list is displayed on the deck building screen S1 in an order determined according to the degree of increase in the trading price of the corresponding second game material, or the degree of increase in the parameter of the parameter-enhancing material.
[0100] On the other hand, if there is a character owned by user U1 whose parameters have fallen below a predetermined value due to a decrease in the trading price of the second game medium (i.e., a parameter-declining medium), server 10 will notify user U1 of that character (S007, S008). To explain in more detail, Server 10 displays characters corresponding to parameter-reducing media in a predetermined area on the deck building screen S1. If User U1's owned characters include 22 or more parameter-reducing media, Server 10 presents the user with a list displaying two or more parameter-reducing media. In this case, each of the two or more parameter-reducing media in the list is displayed on the deck building screen S1 in an order corresponding to the degree of decrease in the trading price of the corresponding second game media, or the degree of parameter reduction.
[0101] Then, user U1 selects a predetermined number of characters from their owned characters via the deck formation screen S1 to form a deck to be used to play the selected quest. Server 10 sets the deck to be used to play the quest based on user U1's deck formation operation (S009). At this time, if the deck contains a parameter-reducing agent, server 10 may output a warning message or warning sound to user terminal 12 to notify user U1 of this fact.
[0102] Furthermore, if user U1's character includes a parameter-reducing agent, server 10 may execute a process to trade that parameter-reducing agent as an exchange item. Specifically, server 10 may execute a guidance process and display a guidance screen S3 on user terminal 12 showing parameter-reducing agents as trade candidates. In this case, it is preferable to exclude parameter-reducing agents associated with quests that the user plans to play in the future from the trade candidates. Then, if the user performs a predetermined operation (transaction operation) to trade one or more parameter-decreasing media in accordance with the above instructions, the server 10 may execute a process to sell the parameter-decreasing media as an exchangeable item (NFT), i.e., a selling process.
[0103] Once the deck is set and the quest begins, Server 10 progresses the quest according to the gameplay operations of User U1 (S010). During the quest, Server 10 also grants User U1 effects (specifically, advantageous effects) corresponding to the deck used in that quest. Specifically, Server 10 identifies the transaction price of the corresponding second game medium (specifically, the same type of character) at a predetermined point in time for each of the predetermined number of characters included in the deck, calculates the total price by summing the transaction prices identified for each character, and grants effects corresponding to the total price.
[0104] Then, when the quest is completed (S011), the information processing flow for that quest ends.
[0105] <Other Embodiments> Although specific embodiments of the present invention have been described above, these embodiments are merely examples given to facilitate understanding of the present invention and do not limit it. In other words, the present invention can be modified or improved from the above embodiments without departing from its spirit. Furthermore, the present invention includes equivalents thereof.
[0106] Furthermore, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration, the content of the displayed information, and the GUI (Graphical User Interface) can be freely designed and modified as appropriate according to the system design specifications and user preferences.
[0107] Furthermore, the means of notifying, contacting, and presenting various types of information in the above embodiment are not particularly limited. For example, notifications, contacts, and presentations may be made via email, or messages may be displayed on the user terminal 12, or sounds / audio may be played. Also, when notifying, contacting, and presenting information to users who have SNS accounts, posts and message exchanges on SNS may be utilized. In addition, the screen on which messages, etc., are displayed may be the screen displayed during gameplay (game screen), or it may be the initial screen (standby screen) of the user terminal 12.
[0108] Furthermore, in the above embodiment, the modes of display on the user terminal 12 include displaying on a display device (shown) built into the terminal itself, and displaying on a display device connected to the terminal by wire or wireless means. The display device connected to the user terminal 12 may include not only a general stationary display, but also an HMD (Head Mounted Display) such as VR goggles.
[0109] Furthermore, several other embodiments (modified versions) of the present invention that differ from the embodiments described above are conceivable. The following describes each of these modified versions. Note that the following will primarily describe the differences from the embodiments described above, and will omit explanations of common points.
[0110] (Variations regarding the configuration of information processing equipment) The information processing device of the present invention is not limited to being configured by a server 10, and some of the functions of the information processing device of the present invention may be provided by a user terminal 12. In that case, the information processing device of the present invention will be configured through cooperation between the server 10 and the user terminal 12.
[0111] (A variation of the first game medium) The first game medium only needs to have parameters that fluctuate according to the trading price of the second game medium, and the first game medium itself does not need to be a tradable item. In other words, the parameters of a first game medium that cannot be traded may be set according to the trading price of the corresponding tradable second game medium.
[0112] (A variation of a game media transaction) In the above embodiment, the transaction of game media takes place during gameplay, and more specifically, as an event within the game. However, it is not limited to this, and the transaction of game media may also be an e-commerce transaction that is independent of the game, that is, conducted outside of the game.
[0113] (A variation on the relationship between the first and second game media) The first and second game media are related game media, and in the above embodiment, the second game media is of the same type as the first game media (specifically, a character with the same name, or a character of the same type but different in color, etc.). However, the second game media only needs to have some relationship with the first game media, and may be, for example, an item specific to the character in the first game media (specifically, a weapon exclusive to the character, etc.).
[0114] (Variations regarding the owners of the first and second game media) The ownership of the first and second game media is not particularly limited; for example, the first and second game media may be owned by the same user. Specifically, if a user U1 owns multiple characters of the same type, one of them may be designated as the first game media and the rest as the second game media. In this case, the parameters of the first game media owned by user U1 may be set according to the transaction price of the second game media also owned by the same user U1.
[0115] (A variation of the value required for trading game media) In the above embodiment, the value required for trading game media is defined as the quantity of money or cryptocurrency consumed when acquiring the game media being traded (the trading price). However, it is not limited to this, and the value required for trading game media may also be the type of other game media exchanged for the game media being traded (hereinafter referred to as "exchange game media"). In this case, the value required for trading game media is determined according to the parameters of the exchange game media (for example, rarity), and specifically, the rarer the exchange game media, the higher its value will be.
[0116] (Variations on the processing related to deck building: Part 1) In the above embodiment, when a user assembles a deck for playing a quest, if there is a first game medium whose parameter has risen above a predetermined value due to an increase in the trading price of the second game medium (i.e., a parameter-boosting medium), that parameter-boosting medium is presented as a recommended candidate to include in the deck. However, the system is not limited to this, and for example, the deck setting unit 23 may automatically include (incorporate) parameter-boosting mediums into the deck. Furthermore, according to the functions of the information processing device of the present invention (specifically, the trend identification unit 25), it is possible to predict future periods of price increases for the trading price of the second game medium. By utilizing this prediction result, it is possible to identify the first game medium whose parameter will exceed a predetermined value due to the rise in the trading price of the second game medium during the price increase period, i.e., the parameter-increasing medium during the price increase period. Then, when the price increase period arrives and the user assembles a deck to play quests during that period, the deck setting unit 23 may automatically include the parameter-increasing medium during the price increase period in the deck.
[0117] Furthermore, suppose the user has pre-selected a quest they plan to play in the future from among several playable quests in the game. In this case, the deck setting unit 23 identifies the target period during which the quest specified by the user is playable. When the target period arrives, the deck setting unit 23 may automatically set up a deck that includes the first game medium, whose parameters increase compared to periods other than the target period due to the rise in the trading price of the second game medium.
[0118] Furthermore, if a user owns a character (first game medium) that has a parameter increase medium whose parameters have increased significantly due to a sharp rise in the trading price of the second game medium, the deck setting unit 23 may replace one of the characters in the deck being formed with the parameter increase medium. In this case, if the trading price of the second game medium subsequently falls and the parameters of the parameter increase medium decrease to a predetermined value (for example, an initial value), the deck setting unit 23 may remove the character that was the parameter increase medium from the deck.
[0119] (Variations on the processing related to deck building: Part 2) In the above embodiment, if a first game medium whose parameters decrease due to a decrease in the trading price of the second game medium (i.e., a parameter-decreasing medium) is included in the deck, a process is executed to trade the parameter-decreasing medium as the exchange target. However, the system is not limited to this, and for example, the deck setting unit 23 may not include the parameter-decreasing medium in the deck, specifically setting it to be unavailable as a character for deck formation. Furthermore, according to the functions of the information processing device of the present invention (specifically, the trend identification unit 25), it is possible to predict the future period of decline in the trading price of the second game medium. By using this prediction result, it is possible to identify the first game medium whose parameters will decrease due to the decline in the trading price of the second game medium during the decline period, that is, the parameter-declining medium during the decline period. Then, when the decline period arrives and the user is building a deck to play quests during that period, the deck setting unit 23 may exclude the parameter-declining medium during the decline period from the deck. Furthermore, characters that act as a parameter-decreasing medium during the decline period can be included in the deck during periods other than the decline period, as their parameters will not decrease during those times.
[0120] Furthermore, if a transaction is made with a parameter-reducing medium included in the deck as the target (exchange target), and the transaction is completed, the deck setting unit 23 selects a substitute character from the user's owned characters according to the parameters of the parameter-reducing medium that is the exchange target. A substitute character is another game medium that has parameters equivalent to or similar to the parameter-reducing medium that is the exchange target. The deck setting unit 23 may then automatically include the substitute character in the deck in place of the parameter-reducing medium that is the exchange target.
[0121] (A variation of a game medium where parameters are set according to the transaction price) In the above embodiment, the parameters of a game medium (second game medium) and a corresponding game medium (first game medium) are set according to the transaction price of that game medium. However, the game medium whose parameters are set according to the transaction price of the second game medium is not limited to the first game medium. For example, when a user plays multiplayer with other users using the first game medium, the parameters of the user's first game medium and the parameters of the game medium used by other users during multiplayer (not limited to the game medium corresponding to the second game medium) may be set according to the transaction price of the second game medium.
[0122] (Variations of parameter variation patterns) In the above embodiment, the parameters of the first game medium are changed stepwise (i.e., discontinuously) in accordance with the trading price of the second game medium, specifically, they are set to parameters corresponding to the parameter threshold reached by the trading value of the second game medium at a predetermined time. However, the embodiment is not limited to this, and the parameters of the first game medium may be changed continuously in accordance with fluctuations in the trading price of the second game medium.
[0123] (Variable parameter settings) In the above embodiment, the parameters of the first game medium fluctuate according to the transaction price of the second game medium. However, under certain circumstances, the parameters of the first game medium may be fixed regardless of the transaction price of the second game medium. Specifically, for example, in a scenario where a user competes against another user in a game, such as in e-sports, the user competes using the first game medium. In this case, the parameter setting unit 27 fixes the parameters of the user's first game medium to the parameters corresponding to the game medium used by the opponent user during the match. More specifically, it may fix the parameters to be equivalent to those of the opponent user's game medium. Alternatively, during the match, the parameters of the first game medium used by the user and the game medium used by the opponent user may be set to predetermined parameters set for each game medium.
[0124] (Variations regarding parameter enhancement) In the above embodiment, the parameters of the target game medium can be increased (improved) through events such as enhancement and evolution. When performing enhancement and evolution, in general, in addition to the target game medium, game medium (hereinafter referred to as "consumable game medium") is required, and the consumed game medium is consumed when performing enhancement and evolution. Here, when performing enhancement and evolution, it may be restricted from using the first game medium whose parameters have increased due to an increase in the trading price of the second game medium (i.e., the parameter-increasing medium) as the consumed game medium, or a warning may be issued to the user if the parameter-increasing medium is designated as the consumed game medium.
[0125] (Examples of user instructions) When a user specifies a quest to play, the system may identify and guide the user to a suitable game medium from among the first game mediums owned by the user, based on the current market price of the second game medium. A suitable game medium is a game medium recommended for use in the specified quest, and specifically, a game medium that possesses the necessary (or effective) parameters to complete the above quest. Furthermore, for first-party game media that do not currently qualify as appropriate game media but could become so if the trading price of second-party game media were to rise slightly, users may be informed of the difference between the current trading price of second-party game media and the price required to become appropriate game media.
[0126] (Variations regarding the application of effects) In the above embodiment, the information processing device of the present invention (specifically, the effect granting unit 28) grants an effect to the user in a quest played by the user using the first game medium. This effect is determined according to the transaction price of the first game medium and the corresponding second game medium (i.e., the quantity of value required to trade the second game medium). Specifically, for each of the two or more first game mediums included in the deck, the transaction price of the corresponding second game medium at a predetermined time is identified, the transaction prices identified for each first game medium are summed up to obtain a total price, and an effect corresponding to the total price is granted. Here, the transaction price of the second game medium used to determine the effect may be the actual transaction price at a predetermined time (i.e., market price), or it may be a statistical value of the transaction price. As a statistical value of the transaction price, for example, the average value (arithmetic mean) of the transaction price during a specific period including the predetermined time may be used, or the average value (arithmetic mean) of the transaction price at multiple time points including the predetermined time may be used.
[0127] Furthermore, the effects granted according to the trading price of the second game medium may be effects granted separately from the parameter settings of the first game medium according to the trading price of the second game medium, or they may be the parameter settings of the first game medium themselves.
[0128] (Regarding variations in the display of transaction prices) In the above embodiment, the information processing device of the present invention (specifically, the trend display unit 26) can display the trend of fluctuations in the trading price of game media, specifically, the trend of fluctuations in the trading price of the first game media owned by the user. However, it is not limited to this, and other information related to trading prices may be displayed, for example, content related to the trading prices of the first game media and the corresponding second game media may be displayed. To explain in more detail, one of the parameters of the first game medium, rarity (difficulty of acquisition), has multiple ranks, and each rank has a threshold value for the trading price of the second game medium. When the trading price of the second game medium reaches a certain threshold, the rarity of the first game medium becomes the rarity of the rank corresponding to that threshold. In this configuration, as shown in Figure 21, the difference between the threshold value corresponding to the rank one rank higher than the current rarity rank of the first game medium and the current trading price of the second game medium may be displayed and notified to the user who owns the first game medium.
[0129] (Examples of measures taken for game media where parameters fall below a predetermined value) In the above embodiment, if there is a first game medium whose parameter falls below a predetermined value due to a decrease in the trading price of the second game medium (i.e., a parameter-declining medium), the user is notified of this, and a process is executed to trade the first game medium as the exchange target. However, measures other than those described above may be considered for parameter-declining mediums. Below, a case in which measures different from those described above are implemented will be referred to as a second embodiment of the present invention, and the second embodiment will be described in detail below.
[0130] In the second embodiment, the information processing device is configured by a server 10X, similar to the first embodiment, and has the same functions as the information processing device according to the first embodiment (see Figure 16), as shown in Figure 22.
[0131] In the second embodiment, if the first game medium owned by the user includes both variable and fixed game mediums, the deck setting unit 23 can include the fixed game medium in the deck. Specifically, if the deck includes a parameter-decreasing medium, the deck setting unit 23 can replace the parameter-decreasing medium with a fixed game medium. As mentioned above, a fixed game medium is a game medium whose trading price is constant and fixed, and therefore, there is no change in parameters in accordance with fluctuations in the trading price, and it is used in the game with fixed parameters.
[0132] The above measures may be implemented, for example, when the deck contains a predetermined number or more (e.g., one or more) parameter-reducing media. Furthermore, the deck setting unit 23 may suggest to the user that the parameter-reducing media be replaced with fixed game media before the replacement is performed.
[0133] Furthermore, in the second embodiment, it is possible to convert a parameter-decreasing medium included in the deck from a variable game medium to a fixed game medium. To explain in detail, the information processing device, i.e., the server 10X, according to the second embodiment, includes a conversion unit 36 as shown in Figure 22. The conversion unit 36 notifies the user when a parameter-decreasing medium is included in the deck. The user can recognize the presence of the parameter-decreasing medium through the user terminal 12 and request the conversion of the parameter-decreasing medium to a fixed game medium by performing a predetermined operation on the parameter-decreasing medium. When a conversion request is received from the user, the conversion unit 36 converts the parameter-decreasing medium from a variable game medium to a fixed game medium in accordance with the request. As a result, the parameters of the first game medium converted to a fixed game medium change from the parameters at the time it was a parameter-decreasing medium and are fixed at the changed parameters.
[0134] Furthermore, if the first game medium has been converted to a fixed game medium, it may be possible to convert it back to a variable game medium if the user performs a predetermined operation (a recovery operation) on the first game medium. In that case, a certain fee or certain conditions (for example, collecting a specified number or more of a predetermined game medium within the game) may be imposed for the conversion back to a variable game medium. Also, the conversion back to a variable game medium may only be possible if the remaining number of obtainable variable game mediums is 1 or more. Alternatively, the conversion back to a variable game medium may be restricted, for example, made impossible.
[0135] (Variations of the transaction subject) Although this invention relates to the trading of game media, the technical concept of this invention can also be applied to transactions involving goods other than game media (more specifically, goods that are electronic data). For example, the technical concept of this invention can be applied to content works such as music, ebooks (comics, photo books, novels, encyclopedias, etc.) and videos (anime, movies, documentaries, etc.) so that the viewable content changes when the trading value (value required for exchange) of the content increases. To illustrate with a concrete example, consider an album containing multiple songs. Initially, it might have 10 tracks. If the transaction price increases from 1,000 yen to 10,000 yen, it might be acceptable to add a new track, bringing the total to 15. Another example is a manga. If the transaction price increases, the number of stories (chapters) included in the manga might increase. To be more specific, since the main story has a predetermined plot, it would be better to add side stories (for example, spin-off stories) that focus on a particular character rather than stories directly related to the main story.
[0136] Alternatively, if the transaction price increases, the number of songs or content itself may not be increased, but higher quality content may become available. For example, with viewable video content, initially only black and white images (videos) may be viewable, but if the transaction price increases, content with improved image and sound quality may become available, such as changing from black and white to color video or to higher resolution video. Also, in the case of video content, viewable stories may be added.
[0137] Furthermore, the technical concept of the present invention can also be applied to the trading of goods other than content, such as games or non-game software. For example, if the trading price (value required for exchange) of software increases, functions within that software may be unlocked, increasing the number of newly available functions. For example, if software initially only offers text editing functionality, when its trading price increases, video editing functionality may be unlocked (added) to the software's functions, making it newly available.
[0138] Here, in cases where goods other than game media are traded, the functions and content of the first product will fluctuate according to the trading price of the second product. The first product and the second product are concepts that correspond to the first game media and the second game media in this invention. The correspondence between the first product and the second product is, for example, that if both products are software, they are of the same type but different versions. Also, if the first product and the second product are ebooks or videos, the two products are separated by divisions such as volumes, chapters, or sections, and the relationship between the products may be that they belong to different divisions. In this case, the trading price of the second product will affect the functions and content of the first product, but the second product may be an earlier version or division (volume number, chapter, section) or a later version or division than the first product.
[0139] <Summary> The present invention is achieved by the configurations shown in [1] to
[29] below, and each configuration can produce various effects. [1] Information processing device equipped with a parameter setting unit, wherein when the value required for trading a first game medium owned by a user with a corresponding second game medium fluctuates, the parameter setting unit sets the parameters of the first game medium according to the value required for trading the second game medium at a predetermined time. According to the above configuration, the parameters of the first game medium are set according to the value required for trading the corresponding second game medium, so that the trading value of the game medium can be reflected in gameplay elements such as the game's difficulty.
[0140] [2] The information processing device according to [1], comprising a game media group setting unit for setting a group of game media (deck) including multiple game media when playing a game, wherein the game media group setting unit includes a first game media whose parameter has become equal to or greater than a predetermined value due to an increase in the value required for trading a second game media in the game media group. According to the above configuration, by automatically including a first game medium whose parameters exceed a predetermined value due to an increase in value into the group of game mediums, that first game medium can be effectively utilized in the game.
[0141] [3] When setting up a group of game media including multiple game media when playing a game, the information processing device according to [1] or [2], further comprising a candidate suggestion unit that suggests a first game media whose parameters have risen to or above a predetermined value due to an increase in the value required for trading the second game media as a recommended candidate to include in the group of game media. According to the above configuration, by presenting the first game medium, whose parameters have risen above a predetermined value due to an increase in value, to the user as a recommended candidate to include in the group of game mediums, the first game medium can be effectively utilized in the game.
[0142] [4] The information processing device described in [3] presents to the user a list of recommended candidates, in which two or more first game media whose parameters have risen to or above a predetermined value due to an increase in the value required for trading the second game media. According to the above configuration, by presenting each of the two or more first game media whose parameters have exceeded a predetermined value due to an increase in value to the user in a list format, the above first game media can be efficiently informed to the user.
[0143] [5] When setting up a group of game media including multiple game media when playing a game, the information processing device according to any one of [1] to [4] is further equipped with a candidate suggestion unit that identifies an upward trend period during which the value required for trading a second game media tends to increase, and suggests a first game media whose parameters increase due to the increase in value during the upward trend period as a recommended candidate to include in the group of game media. According to the above configuration, the user can be informed of the period during which the value tends to rise (the rise period) and the first game medium whose parameters increase due to the rise in value during the rise period. This allows the user to effectively utilize the first game medium, whose parameters increase due to the rise in value during the rise period, within the game.
[0144] [6] The candidate presentation unit presents recommended candidates within the rise period, as described in [5]. According to the above configuration, by informing the user of the first game medium whose parameters increase due to the rise in value during the upward period, the user can make more effective use of that first game medium.
[0145] [7] An information processing device according to any one of [2] to [6], comprising a first notification unit that notifies that the parameters of a first game medium included in a group of game mediums (decks) have fallen below a set value due to a decrease in the value required for trading a second game medium. With the above configuration, the user can be notified when the parameters of the first game medium have returned to below the set value due to a decrease in value. For example, a user may not want the game to become easier due to an increase in parameters. In such cases, with the above configuration, the first game medium whose parameters have returned to below the set value due to a decrease in value can be included in the game medium group (deck) so that the game can be played at the normal difficulty level.
[0146] [8] An information processing device according to any one of [1] to [7], comprising a transaction execution unit that performs processing for trading a first game medium whose parameters have fallen below a predetermined value due to a decrease in the value required for trading a second game medium. According to the above configuration, when the parameter of the first game medium falls below a predetermined value due to a decline in value, the system can prompt (guide) the user to make a transaction that uses that first game medium as the exchange target. This allows the user to make a transaction targeting the first game medium at an appropriate time.
[0147] [9] If the first game medium to be exchanged is not associated with any event in the game that the user plans to play in the future, the transaction execution unit executes a guidance process to guide the user through the transaction of the first game medium to be exchanged, as described in [8]. According to the above configuration, for example, when a user is prompted to trade (e.g., sell) a first game medium whose parameter has fallen below a predetermined value due to a decline in value, if that game medium is associated with an event the user plans to play in the future, it will be excluded from the prompt. This prevents the user from selling a first game medium that has fallen below a predetermined value due to a decline in value if it is necessary for an event they plan to play in the future.
[0148]
[10] The information processing device according to [8] or [9], which includes a game media group setting unit for setting a group of game media including multiple game media when playing a game, and when a transaction is made with a first game media included in the game media group as the subject of exchange, the game media group setting unit includes a game media selected according to the parameters of the first game media that is the subject of exchange in the game media group. According to the above configuration, when a transaction is conducted with a first game medium included in the game medium group (deck) as the exchange target, the game medium group includes the first game medium and a corresponding game medium (for example, a game medium with parameters equivalent to the first game medium mentioned above). In this way, by compensating (substituting) the first game medium that has been removed from the game medium group with another game medium, the user can continue to play the game using that game medium group.
[0149]
[11] When setting a group of game media including multiple game media when playing a game, the information processing device according to any one of [1] to
[10] is further equipped with a second notification unit that notifies the user that a first game media whose parameter has fallen below a predetermined value due to a decrease in the value required for trading a second game media is included in the group of game media. With the above configuration, the user can be notified that a first game medium whose parameter has fallen below a set value due to a decrease in value is included in the game medium group (deck). This allows the user to review the game medium group in order to play the game more advantageously.
[0150]
[12] If the group of game media includes two or more first game media whose parameters have fallen below a predetermined value due to a decrease in the value required for trading of the second game media, the second notification unit presents to the user a list showing the two or more first game media whose parameters have fallen below a predetermined value, as described in
[11] . According to the above configuration, by presenting each of the two or more first game media whose parameters have fallen below a predetermined value due to an increase in value to the user in a list format, the above first game media can be efficiently informed to the user.
[0151]
[13] An information processing device according to any one of [1] to
[12] , comprising a reporting unit that identifies a period in which the value required for trading a second game medium is in a downward trend, and reports to the user the first game medium whose parameters decrease due to the decline in value during the downward period. According to the above configuration, the user can be informed of the period during which the value tends to decline (decline period) and the first game medium whose parameters decrease due to the decline in value during the decline period. This allows the user to recognize the first game medium whose parameters decrease due to the decline in value during the decline period and to appropriately select the first game medium to use in the game.
[0152]
[14] The information processing device according to
[13] , wherein the reporting unit reports to the user, during the decline period, the first game medium whose parameters decrease due to the decline in value during the decline period. According to the above configuration, by informing the user of the first game medium whose parameters decrease due to the decline in value during the decline period, the user can more appropriately select the first game medium to use for the game during that period.
[0153]
[15] The information processing device according to
[13] or
[14] , comprising a game media group setting unit for setting a group of game media including multiple game media when playing a game, wherein the game media group setting unit does not include in the game media group (deck) a first game media whose parameters decrease due to the decrease in value during the decline period. According to the above configuration, during the decline period, the game medium group (deck) can be configured in a way that allows the game to proceed more favorably by not including the first game medium, whose parameters decrease due to the decline in value during the decline period, in the game medium group (deck).
[0154]
[16] An information processing device according to any one of [1] to
[15] , comprising an effect granting unit that grants to a user an effect corresponding to the value required for trading the second game medium in an event during a game played by the user using the first game medium. According to the above configuration, in events played using the first game medium, effects corresponding to the value required for trading the second game medium are granted, allowing users to play the event more advantageously.
[0155]
[17] When setting up a group of game media including two or more first game media for playing an event, the effect granting unit identifies the value required for the transaction between the first game media and the corresponding second game media for each of the two or more first game media included in the group of game media, calculates a total value by summing the values identified for each first game media, and grants an effect to the user in the event according to the total value, as described in
[16] . According to the above configuration, the total value is determined by the combination of the first game media included in the group of game media, and the effects granted to the user change according to the total value, thereby enhancing the game's appeal (fun factor).
[0156]
[18] The information processing device according to
[16] or
[17] , wherein the effect-granting unit grants an effect corresponding to a statistical amount relating to the quantity of value required for trading the second game medium. According to the above configuration, the quantity of value required for trading the second game medium changes moment by moment, so by using its statistics, it is possible to appropriately determine the effects granted to users during event gameplay.
[0157]
[19] The specified time is a predetermined timing in a game played by the user using the first game medium, as described in any of [1] to
[18] . With the above configuration, the parameters of the first game medium are set according to their value at a predetermined time during the game, so that the user can recognize this and appropriately select the first game medium to use in the game.
[0158]
[20] An information processing device according to any one of [1] to
[19] , comprising a notification unit that notifies the user that the parameters of the first game medium have risen to a predetermined value or higher due to an increase in the value required for trading the second game medium. According to the above configuration, by informing the user of the first game medium whose parameters have exceeded a predetermined value due to an increase in value, the user can appropriately recognize the first game medium.
[0159]
[21] The information processing device described in
[20] further notifies the user that a predetermined event in the game has become playable because the parameters of the first game medium have risen to a predetermined value or higher due to an increase in the value required for trading the second game medium. According to the above configuration, when the parameters of the first game medium exceed a predetermined value due to an increase in value, and a predetermined event becomes playable, the user can be notified of this. As a result, the user can recognize that the predetermined event is playable and, if they wish, play the predetermined event.
[0160]
[22] The information processing device according to any one of [1] to
[21] , wherein the parameters include the rarity of the game medium, and the parameter setting unit sets the rarity of the first game medium according to the value required for trading the second game medium at a predetermined time. According to the above configuration, the rarity of the first game medium changes in accordance with fluctuations in the value required to trade the second game medium. This allows for the appropriate setting of the rarity of the first game medium based on the value required to trade the second game medium.
[0161]
[23] An information processing device according to any one of [1] to
[22] , comprising a game media group setting unit for setting a group of game media including multiple game media when playing a game, wherein the first game media includes a variable game media whose value required for transaction fluctuates and a fixed game media whose value required for transaction is fixed, the game media group setting unit is capable of including the fixed game media in the game media group. Fixed-value game media have a fixed value required for trading, so their parameters do not change due to value fluctuations, and they are used in the game with fixed parameters. Therefore, with the above configuration, it is possible to play the game by including fixed-value game media with fixed parameters in a group of game media (deck). This allows the game to be played under stable conditions for the parameters of one or more game media in the group, thereby improving the gameplay.
[0162]
[24] The information processing device according to
[23] , wherein the game media group setting unit replaces a variable game media whose parameter falls below a predetermined value due to a decrease in the value required for trading of the second game media with a fixed game media, or proposes replacing it with a fixed game media. According to the above configuration, if a first game medium (variable game medium) whose parameters fall below a predetermined value due to a decrease in value is included in the group of game mediums, the first game medium can be replaced with a fixed game medium, or such replacement can be proposed to the user. This allows the group of game mediums to be configured in a way that allows the user to progress through the game more advantageously.
[0163]
[25] The information processing apparatus according to
[23] , comprising a conversion unit that converts a variable game medium, whose parameters have fallen below a predetermined value due to a decrease in the value required for trading of the second game medium, into a fixed game medium in response to a conversion request from a user. According to the above configuration, if a first game medium (variable game medium) whose parameters fall below a predetermined value due to a decrease in value is included in the group of game mediums, that first game medium can be converted from a variable game medium to a fixed game medium. This allows the group of game mediums to be configured in a way that gives the user a greater advantage in the game.
[0164]
[26] An information processing device according to any one of [1] to
[25] , comprising a contact unit that contacts a user who has reserved a transaction for a specific game medium when the value required to exchange a specific game medium in a transaction reaches a predetermined level. According to the above configuration, it is possible to notify users who have reserved a transaction for a specific game medium when the value required to exchange that game medium in the transaction has reached a predetermined level. This makes it possible to facilitate transactions for specific game mediums.
[0165]
[27] The parameter setting unit fixes the parameters of a first game medium used when a user competes against other users in a game to parameters corresponding to the game medium used by other users, as described in any of [1] to
[26] . According to the above configuration, when a user plays against another user, regardless of fluctuations in value, the parameters of the first game medium used by the user are fixed to the parameters corresponding to the game medium used by the other user (opponent). This allows, for example, the parameters of the first game medium used by a user to be the same as the parameters of the game medium used by other users, enabling users to compete against each other on equal (fair) conditions.
[0166]
[28] An information processing method in which, when the value required for trading a first game medium owned by a user with a corresponding second game medium fluctuates, the processor sets the parameters of the first game medium according to the value required for trading the second game medium at a predetermined time. According to the above information processing method, the trading value of the game medium can be reflected in the gameplay.
[0167]
[29] A program that, when the value required to trade a first game medium owned by a user with a corresponding second game medium fluctuates, causes the processor to set the parameters of the first game medium according to the value required to trade the second game medium at a predetermined time. By running the program described above, the trading value of the game medium can be reflected in the gameplay. [Explanation of Symbols]
[0168] 10 servers 10A Processor 10B memory 10C communication interface 10D Storage 10E Bus 12 User terminals 21 Operation Reception Section 22 Game Management Section 23 Deck Setting Section 24 Value Acquisition Department 25 Trend Identification Department 26 Trend display section 27 Parameter setting section 28 Effect-granting section 29 Candidate presentation section 30 Hochi Department 31 First Notification Department 32 Second Notification Department 33 Liaison Department 34 Reporting Department 35 Transaction Execution Department 36 Conversion Unit N Communication Network S0 Home Screen S1 Deck Building Screen S2 Selling Screen S3 Guide Screen
Claims
1. A processor, the processor comprising: displaying, on the user terminal, information indicating a value required for trading a second game medium that corresponds to a first game medium owned by the user and that can be used in a game and that can be used in the game; When playing the game, on a composition screen for organizing a group of game media including a plurality of game media, the first game medium whose parameter has reached a predetermined value or more due to an increase in the value required for trading the second game medium is displayed as a recommended candidate for inclusion in the group of game media. Information processing device.
2. A processor causes a user terminal to display information indicating a value required for a transaction of a first game medium owned by a user and usable in a game and corresponding to the second game medium usable in the game; the processor, when playing the game, displays, on an organization screen for organizing a group of game media including a plurality of game media, the first game medium whose parameter has reached a predetermined value or more due to an increase in the value required for trading the second game medium, as a recommended candidate for inclusion in the group of game media; Information processing methods.
3. A processor is caused to execute a process for displaying on a user terminal information indicating a value required for a transaction of a first game medium owned by a user and usable in a game, the second game medium corresponding to the first game medium and usable in the game, causing the processor to execute a process of displaying, on an organization screen for organizing a group of game media including a plurality of game media when playing the game, the first game medium whose parameter has reached a predetermined value or more due to an increase in the value required for trading the second game medium, as a recommended candidate for inclusion in the group of game media; program.
4. A system comprising a server and a user terminal, the server comprising: displaying, on the user terminal, information indicating a value required for trading a second game medium that corresponds to a first game medium owned by the user and that can be used in a game and that can be used in the game; When playing the game, on a composition screen for organizing a group of game media including a plurality of game media, the first game medium whose parameter has reached a predetermined value or more due to an increase in the value required for trading the second game medium is displayed as a recommended candidate for inclusion in the group of game media. system.