Information processing program, information processing method, and game device

JP2024058578A5Pending Publication Date: 2026-01-30CYGAMES INC
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Patent Information

Application Number
JP2023129068
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-08
Publication Date
2026-01-30

AI Technical Summary

Technical Problem

The convenience of traditional games decreases over time, leading to a decline in player desire to play.

Method used

An information processing program that allows specific game content to progress automatically without player operation, granting rewards based on predetermined conditions, and enabling player interaction through start and end conditions displayed on screens.

Benefits of technology

Increases player desire to play by providing convenience and motivation through automatic gameplay and reward systems.

✦ Generated by Eureka AI based on patent content.

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Abstract

To excite a player's willingness of playing a game by improving the player's convenience.SOLUTION: An information processing program allows a computer to execute processing that does not require operation of a player for progress of a game, and activation of a game, and executes specific content in which a start condition is satisfied from among multiple pieces of specific content in which lapse time is determined as a completion condition of clearing of a game, processing for imparting a predetermined reward for each specific content to a player on the basis of satisfaction of a completion content of the specific content, and processing for displaying a specific screen allowing a player to identify a type of specific content for which the player can acquire a predetermined reward as a reward, and to identify at least one of a start condition and a completion condition set to the type of specific content.SELECTED DRAWING: Figure 39
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]

[0002] Conventionally, as shown in Patent Document 1, for example, a game genre known as a "leave-alone game" has been proposed in which the game progresses automatically after the player gives an instruction to play the game, and the result of the automatic progress is notified to the user after a predetermined period of time has elapsed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6748838 Summary of the Invention [Problem to be solved by the invention]

[0004] Generally, when the convenience of a game for a player decreases, there is a problem that the player loses motivation to play the game.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve convenience for the player, thereby increasing the player's motivation to play. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward, which is determined in advance for each specific content, to a player based on the establishment of the end condition for the specific content; displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward and that allows the player to identify at least one of the start condition and the end condition set for the type of the specific content; The computer is made to carry out the above steps.

[0007] a process of permitting the start of execution of the specific content based on an operation of a first operation unit by a player on a start screen on which a first operation unit for starting execution of the specific content is displayed; a process of displaying a second operation unit for starting execution of the specific content on the specific screen; a process of permitting the start of execution of the specific content without displaying the start screen based on an operation of the second operation unit by a player; may further be performed by a computer.

[0008] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward, which is determined in advance for each specific content, to a player based on the establishment of the end condition for the specific content; displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward and that allows the player to identify at least one of the start condition and the end condition set for the type of the specific content; Carry out the following.

[0009] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward to a player that is determined in advance for each specific content based on the establishment of the end condition for the specific content; displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward and that allows the player to identify at least one of the start condition and the end condition set for the type of the specific content; Carry out the following. Effect of the Invention

[0010] According to the present invention, it is possible to increase the player's motivation to play. [Brief description of the drawings]

[0011] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, and Fig. 3B is a diagram illustrating an example of an ally character confirmation screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a story screen, and Fig. 4B is a diagram illustrating an example of a quest screen. [Diagram 5] Fig. 5A is a diagram illustrating an example of a main quest screen, Fig. 5B is a diagram illustrating an example of a main quest selection screen, and Fig. 5C is a diagram illustrating an example of a party selection screen. [Figure 6]Fig. 6A is a diagram illustrating an example of a battle game screen, Fig. 6B is a diagram illustrating an example of a first result screen, and Fig. 6C is a diagram illustrating an example of a second result screen. [Figure 7] Fig. 7A is a diagram illustrating an example of an expedition top screen, and Fig. 7B is a diagram illustrating an example of a dispatch destination selection screen. [Figure 8] Fig. 8A is a diagram for explaining an example of a menu screen, Fig. 8B is a first diagram for explaining an example of a notification setting screen, and Fig. 8C is a second diagram for explaining an example of the notification setting screen. [Figure 9] Fig. 9A is a diagram for explaining an example of an expedition completion notification, Fig. 9B is a first diagram for explaining an example of a priority setting screen, and Fig. 9C is a second diagram for explaining an example of the priority setting screen. [Figure 10] Fig. 10A is a first diagram illustrating an example of a first priority change screen, and Fig. 10B is a first diagram illustrating an example of a second priority change screen. [Figure 11] Fig. 11A is a second diagram for explaining an example of the priority change second screen, and Fig. 11B is a second diagram for explaining an example of the priority change first screen. [Figure 12] Fig. 12A is a first diagram illustrating an example of an automatic formation setting screen, and Fig. 12B is a second diagram illustrating an example of an automatic formation setting screen. [Figure 13] Fig. 13A is a first diagram for explaining an example of the composition screen, Fig. 13B is a second diagram for explaining an example of the composition screen, and Fig. 13C is a third diagram for explaining an example of the composition screen. [Figure 14] Fig. 14A is a diagram illustrating an example of a composition screen when the first automatic composition function is used, and Fig. 14B is a diagram illustrating an example of a composition screen when the second automatic composition function is used. [Figure 15] Fig. 15A is a fourth diagram for explaining an example of the composition screen, Fig. 15B is a first diagram for explaining an example of the time saving screen, and Fig. 15C is a fifth diagram for explaining an example of the composition screen. [Figure 16]Fig. 16A is a diagram for explaining an example of a confirmation screen, Fig. 16B is a diagram for explaining an example of an expedition start presentation screen, and Fig. 16C is a first diagram for explaining an example of a time reduction presentation screen. [Figure 17] Fig. 17A is a diagram illustrating an example of a dispatch destination selection screen during an expedition game, and Fig. 17B is a diagram illustrating an example of a time saving screen during an expedition game. [Figure 18] Fig. 18A is a diagram illustrating an example of a confirmation screen for confirming to a player that the shortcut function is to be used during the execution of an expedition game. Fig. 18B is a diagram illustrating an example of a dispatch destination selection screen that is displayed when the shortcut function is used during the execution of an expedition game. [Figure 19] Fig. 19A is a diagram illustrating an example of a withdrawal confirmation screen, and Fig. 19B is a diagram illustrating an example of an expedition withdrawal screen. [Figure 20] Fig. 20A is a diagram illustrating an example of a dispatch destination selection screen when an expedition is completed, and Fig. 20B is a diagram illustrating an example of an expedition completion screen. [Figure 21] FIG. 21 is a diagram illustrating an example of the re-dispatch screen. [Figure 22] Fig. 22A is a diagram illustrating an example of an expedition top screen when an expedition is completed, and Fig. 22B is a diagram illustrating an example of a batch expedition completion screen. [Diagram 23] FIG. 23 is a diagram illustrating an example of the re-dispatch screen. [Figure 24] Fig. 24A is a first diagram for explaining an example of the collective expedition screen, and Fig. 24B is a second diagram for explaining an example of the collective expedition screen. [Diagram 25] FIG. 25 is a diagram illustrating an example of the collective expedition confirmation screen. [Figure 26] Fig. 26A is a diagram illustrating an example of an expedition party list screen, and Fig. 26B is a diagram illustrating an example of a round addition completion screen. [Figure 27] Fig. 27A is a first diagram showing an example of an ally character detail screen, and Fig. 27B is a second diagram showing an example of an ally character detail screen. [Figure 28] FIG. 28 is a diagram for explaining the categories of EX equipment. [Figure 29] Fig. 29A is a diagram showing an example of an EX automatic equipment setting screen, and Fig. 29B is a diagram showing an example of a priority status screen. [Diagram 30] Fig. 30A is a diagram showing an example of an EX equipment confirmation screen, and Fig. 30B is a diagram showing an example of an EX equipment replacement details screen. [Diagram 31] Fig. 31A is a diagram showing an example of an EX equipment change screen, Fig. 31B is a diagram showing an example of an EX equipment reset confirmation screen, and Fig. 31C is a diagram showing an example of an EX equipment replacement confirmation screen. [Diagram 32] Fig. 32A is a diagram showing an example of an EX equipment upper limit release screen, Fig. 32B is a diagram explaining the strengthening and upper limit release of EX equipment, and Fig. 32C is a diagram showing an example of an item details screen. [Diagram 33] Fig. 33A is a diagram showing an example of an EX equipment upper limit release confirmation screen, and Fig. 33B is a diagram showing an example of an equipment strengthening item return screen. [Diagram 34] Fig. 34A is a diagram showing an example of an EX equipment strengthening screen, Fig. 34B is a diagram showing an example of a used strengthening point setting screen, and Fig. 34C is a diagram showing an example of an EX equipment strengthening confirmation screen. [Diagram 35] FIG. 35 is a diagram showing an example of the automatic reinforcement setting screen. [Diagram 36] Fig. 36A is a first diagram showing an example of an item list screen, and Fig. 36B is a second diagram showing an example of an item list screen. [Figure 37] Fig. 37A is a diagram showing an example of a disassembly confirmation screen, and Fig. 37B is a diagram showing an example of a disassembly result screen. [Figure 38] FIG. 37 is a diagram showing an example of the automatic disassembly setting screen. [Figure 39] Fig. 39A is a diagram showing an example of an acquisition location screen. Fig. 39B is a diagram showing an example of an expedition departure screen. Fig. 39C is a diagram showing an example of an expedition result screen. Fig. 39D is a diagram showing an example of an expedition confirmation screen. Fig. 39C is a diagram showing an example of a result screen. [Diagram 40] FIG. 40 is a diagram showing an example of the automatic disassembly setting screen. [Diagram 41] FIG. 41 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 42] FIG. 42 is a diagram for explaining the memory configuration of the server and its function as a computer. [Diagram 43] FIG. 43 is a flowchart explaining the EX equipment management process in the player terminal. [Diagram 44] FIG. 44 is a flowchart explaining the EX equipment acquisition location processing in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0013] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0014] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1 based on operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0018] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0019] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0020] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0021] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0022] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0023] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0024] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0025] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0026] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0027] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which one or more ally characters are organized and made to fight against enemy characters. In addition to the above-mentioned battle game, this embodiment also provides a game of the so-called idle game genre (called an "expedition game" in this embodiment) in which one or more organized ally characters are dispatched. In the game of this embodiment, multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by a lottery called gacha or distributed by the operator.

[0028] In a battle game, a player can select one or more of the ally characters he or she owns to organize a party. The player can play the battle game using the organized party. In a battle game, the objective is for the ally characters organized in the party to defeat (clear) enemy characters and acquire rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.

[0029] In the expedition game, the player can select one or more of the ally characters he owns to organize a party. The player can play the expedition game using the organized party. In the expedition game, an "expedition" is carried out in which the ally characters organized in the party are dispatched for a preset required time. Then, when the required time has elapsed, the expedition game is completed (cleared), and the player can obtain a reward. That is, in order to start the expedition game, the player needs to operate the player and start the game. On the other hand, the expedition game (specific content) that has been started does not require the player's operation or start of the game to progress, and has a game nature in which the game progresses with the passage of time.

[0030] In the expedition game, the objective is to dispatch friendly characters organized into a party for a preset required time and acquire rewards. As will be described in detail later, in this embodiment, for example, a plurality of types of expedition games can be played. Depending on the type of expedition game, the difficulty level varies based on the required time, the party's fighting power, and other conditions.

[0031] Fig. 3A is a diagram showing an example of a home screen 40. Fig. 3B is a diagram showing an example of an ally character confirmation screen 50. Fig. 4A is a diagram showing an example of a story screen 60. Fig. 4B is a diagram showing an example of a quest screen 70.

[0032] A home screen 40 shown in Fig. 3A is a screen that is first displayed after a player taps the display 26 on a title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on a normal screen other than the title screen (not shown).

[0033] The menu bar 41 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME" and an ally character confirmation screen selection operation section 41b marked "CHARACTER" and a story screen selection operation section 41c marked "STORY" and a quest screen selection operation section 41d marked "QUEST" and a gacha screen selection operation section 41e marked "GACHA" and a menu screen selection operation section 41f marked "MENU". In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0034] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in Fig. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. When the story screen selection operation unit 41c is tapped, the story screen 60 shown in Fig. 4A is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, the quest screen 70 shown in Fig. 4C is displayed on the display 26.

[0035] Furthermore, when the gacha screen selection operation section 41e is tapped, a gacha screen (not shown) is displayed on the display 26. Furthermore, when the menu screen selection operation section 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted, on the gacha screen, a gacha lottery can be held to acquire an ally character by lottery. Furthermore, on the menu screen, game settings and various information can be confirmed.

[0036] A header display area 42 is provided at the top of the home screen 40. At least a part of the player information associated with the player ID is displayed in the header display area 42. For example, the header display area 42 displays level information 42a indicating the player level, and a stamina display bar 42b indicating the player's stamina. In addition, as shown in FIG. 3A, the player's stamina is displayed as a numerical value below the stamina display bar 42b.

[0037] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, story progress information described below, battle game completion information, in-game currency information indicating the amount of in-game currency possessed by the player, item information indicating the type and amount of items possessed by the player, expedition game information indicating the progress of the expedition game, and expedition game setting information indicating various play information set for each expedition game and various items that can be acquired.

[0038] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value required for playing, a maximum number of times that the game can be played in a day, and the like. When playing a battle game in which a stamina consumption value required for playing is set, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0039] Although detailed explanation is omitted, when a player wins a battle game, the player can acquire a predetermined value as a player experience value. And, each time the player experience value reaches a certain value, the player level rises. The player level has a stamina upper limit set. As the player level rises, the stamina upper limit becomes higher. Stamina is recovered by a predetermined value (for example, 1 point) every fixed time (for example, 5 minutes) within the upper limit value. The stamina display bar 42b displays the current remaining amount of stamina against the upper limit value of stamina so that the player can visually grasp it. Also, the stamina value displayed at the bottom of the stamina display bar 42b, "260 / 277" in the example of FIG. 3A, displays the stamina upper limit value "277" in the denominator and the player's current stamina "260" in the numerator.

[0040] On the other hand, in this embodiment, the player can play the expedition game without consuming the stamina. That is, even if the stamina is depleted by playing the battle game, for example, the player can execute the expedition game. However, the expedition game may require consumption of stamina.

[0041] Furthermore, when the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, an ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0042] That is, all ally characters possessed by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When the player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.

[0043] Each ally character is stored in association with a star (rank), experience value, and level. The experience value increases when a character wins a battle game described below, or when a specific item is used. The level is set in accordance with the experience value, and increases each time the experience value reaches a specific value. An upper limit for the level is set for each ally character, and the level can only increase up to the upper limit.

[0044] In addition, base values ​​of combat power such as life points, attack power, and defense power are set for each ally character based on the star (rank) and level. The higher the combat power of the ally character, the more advantageously the player can progress in the battle game. Furthermore, the base values ​​set for each ally character increase as the star (rank) increases and the level increases.

[0045] On the ally character confirmation screen 50, the ally character can be equipped (set) with equipment such as weapons, armor, and accessories. An additional value for attack power, defense power, and the like is set for each piece of equipment. When equipment is equipped, the additional value of each piece of equipment is added to the above-mentioned base value, thereby increasing the fighting power of the ally character. Information regarding these weapons, armor, accessories, and other equipment is also associated with the ally character ID and is configured as part of the player information.

[0046] In this embodiment, the equipment is broadly divided into normal equipment and EX equipment. The normal equipment can be acquired as a reward when completing a battle game or an expedition game, which will be described later. The EX equipment can be acquired as a reward when completing an expedition game, which will be described later. On the other hand, in this embodiment, the EX equipment cannot be acquired as a reward when completing a battle game, which will be described later. In other words, the EX equipment is harder to acquire and more rare than the normal equipment.

[0047] In addition, in this embodiment, the above-mentioned additional value set for the EX equipment is set to be relatively larger than the above-mentioned additional value set for the normal equipment. In other words, the EX equipment is equipment that is relatively more advantageous to the player than the normal equipment.

[0048] As described above, in this embodiment, the EX equipment is more difficult to obtain than the normal equipment, and is relatively advantageous to the player. This will stimulate the player's desire to play the expedition game, in which the player can obtain the EX equipment to advance the battle game with an advantage.

[0049] In addition, players may be able to acquire normal equipment and EX equipment as distributions from the management side or as rewards in various events. In addition, players may be able to acquire normal equipment and EX equipment through a lottery called gacha. In this case, the probability of winning EX equipment in a given gacha may be set lower than the probability of winning normal equipment in a given gacha. In addition, EX equipment will be described in detail later.

[0050] In addition, in this embodiment, special items are provided for increasing the stars (ranks) of ally characters. On the ally character confirmation screen 50, the player can increase the stars (ranks) of the ally characters by consuming a special item corresponding to the ally character whose stars (ranks) are to be increased. The player can obtain special items as rewards when completing a battle game or an expedition game, which will be described later.

[0051] When the story screen selection operation unit 41c of the menu bar 41 is tapped, a story screen 60 shown in Fig. 4A is displayed on the display 26. As shown in Fig. 4A, the story screen 60 displays the menu bar 41, the header display area 42, a main story selection operation unit 61, and a character story selection operation unit 62.

[0052] When a main story selection operation unit 61 in the story screen 60 is tapped, a main story screen (not shown) is displayed on the display 26. The main story screen displays multiple main stories that are unlocked according to the progress of a "main quest" (described below). When a new main story is unlocked as the player progresses through a main quest (described below), the player can view the unlocked main story from the main story screen (not shown).

[0053] Furthermore, when a character story selection operation unit 62 in the story screen 60 shown in FIG. 4A is operated, a character story (not shown) that is unlocked according to the degree of intimacy with an ally character is displayed on the display 26.

[0054] The intimacy level of an ally character increases when the player wins a battle game described below or when a specified item is used. Each time the intimacy level reaches a specified value, the intimacy rank increases. An upper limit for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit. When the intimacy level of an ally character increases to the upper limit, all character stories for that ally character are unlocked. When a new character story is unlocked, the player can view the unlocked character story from a character story screen (not shown).

[0055] Returning to FIG. 3A, when the quest screen selection operation section 41d of the menu bar 41 is tapped, a quest screen 70 shown in FIG. 4B is displayed on the display 26. The quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 71 indicating the types of games provided. Here, five types of games are provided, and five game type selection operation sections 71 are displayed.

[0056] The game type selection operation section 71 includes a main quest selection operation section 71a marked "Main Quest," a guild battle selection operation section 71b marked "Guild Battle," a 1V1 battle selection operation section 71c marked "1V1 Battle," a 3V3 battle selection operation section 71d marked "3V3 Battle," and an expedition selection operation section 71e marked "Expedition."

[0057] When the main quest selection operation unit 71a is tapped, a main quest screen 72 (FIG. 5A), described later, is displayed on the display 26. When the guild battle selection operation unit 71b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 71c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 71d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26. When the expedition selection operation unit 71e is tapped, an expedition top screen 90 (FIG. 7A), described later, is displayed on the display 26.

[0058] Note that some types of games have release conditions. Examples of the release conditions include a player level being equal to or higher than a predetermined value, completing other predetermined games, etc. Each game type includes multiple games (layers or rounds). Release conditions are set for each of these games. When the release conditions are met, the game release information included in the player information is updated.

[0059] In the player terminal 1, it is determined whether or not a game is released based on the game release information, and only the game type selection operation unit 71 of the game that satisfies the release condition accepts the operation of the player. Therefore, the player can play only the game that satisfies the release condition.

[0060] When main quest selection operation portion 71a in quest screen 70 shown in FIG. 4B is tapped, main quest screen 72 shown in FIG.

[0061] Fig. 5A is a diagram illustrating an example of a main quest screen 72. Fig. 5B is a diagram illustrating an example of a main quest selection screen 74. Fig. 5C is a diagram illustrating an example of a party selection screen 77.

[0062] On the main quest screen 72, a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest are displayed.

[0063] The main quest operation unit 73 also displays completion information for each battle game. The completion information is indicated by, for example, three stars. In a battle game belonging to a main quest, when the battle game is completed, stars are acquired according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.

[0064] In the example of Fig. 5A, three stars are acquired in the battle game "1-1", two stars are acquired in the battle game "1-2", and one star is acquired in the battle game "1-3". In addition, no stars are acquired in the battle game "1-4", and it is notified that this battle game is not completed.

[0065] In the main quest, the release condition is set to be the completion of the previous battle game. For example, in the example of FIG. 5A, the battle game "1-4" is released because the battle games up to "1-3" have been completed, but the battle games after that ("1-5" and after, not shown) are not released yet.

[0066] For example, when main quest operation unit 73 for a battle game "1-4" is operated on main quest screen 72, main quest selection screen 74 shown in Fig. 5B is displayed on display 26. Main quest selection screen 74 displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game.

[0067] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the main quest selection screen 74. Here, it is displayed that the current stamina of 260 will be consumed and changed to 252.

[0068] In addition, the main quest selection screen 74 displays a challenge operation section 75 marked "Challenge" for challenging the battle game, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.

[0069] When the cancel operation unit 76 is operated, the main quest screen 72 shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "1-4" is cancelled.

[0070] On the other hand, when the challenge operation unit 75 is operated, a party selection screen 77 shown in Fig. 5C is displayed on the display 26. On the party selection screen 77, all ally characters possessed by the player are displayed, and a selected ally character display area 78 that displays the selected ally character is displayed below.

[0071] Furthermore, the party selection screen 77 displays an EX equipment operation section 77x labeled "EX equipment," a cancel operation section 76, and a battle start operation section 79 labeled "start battle."

[0072] When the player operates a displayed ally character on the party selection screen 77, the operated ally character is displayed in the selected ally character display area 78. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters. Note that the same ally character cannot be set more than once in party organization.

[0073] When the player taps the EX equipment operation section 77x on the party selection screen 77, the player can use an automatic equipment function, which will be described later, to set the EX equipment to be equipped to each of all ally characters displayed in the selected ally character display area 78. However, it is also possible to use a manual equipment function to set the EX equipment for each ally character.

[0074] When the EX equipment setting and party organization are completed and the battle start operation unit 79 is operated, the battle game begins and a battle game screen 80 is displayed on the display 26. Note that it is not essential to equip an ally character with EX equipment, and the player can also start (execute) the battle game without equipping an ally character with EX equipment.

[0075] FIG. 6A is a diagram for explaining an example of a battle game screen 80. FIG. 6B is a diagram for explaining an example of a first result screen 83. FIG. 6C is a diagram for explaining an example of a second result screen 85. During a battle game, as shown in FIG. 6A, a battle game screen 80 is displayed. In the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control, and inflict damage on the enemy characters and receive damage from the enemy characters. Also, the enemy characters operate under computer control, and inflict damage on the ally characters and receive damage from the ally characters.

[0076] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.

[0077] Here, as shown in FIG. 6A, an ally character display area 81 is provided at the bottom of the battle game screen 80. In the ally character display area 81, life points 81a and a special move gauge 81b for each ally character are displayed. The special move gauge 81b increases when an ally character receives damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or imparts a special effect to an enemy character.

[0078] Here, there are two patterns of the method of using the special move. One is a method in which the player operates an ally character whose special move gauge 81b displayed in the ally character display area 81 has reached its maximum value. The other is a method in which, when the special move gauge 81b reaches its maximum value in the auto-activation state, the ally character uses the special move by computer control. Note that the auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82. When the auto-selection operation unit 82 is operated in the manual activation state, the state becomes the auto-activation state in which the special move is used automatically. Also, when the auto-selection operation unit 82 is operated in the auto-activation state, the state becomes the manual activation state in which the special move is used manually. Note that, even in the auto-activation state, when the special move gauge 81b has reached its maximum value and the special move is not being used by computer control, if the player operates the ally character, the special move can be used.

[0079] Then, when the battle game ends normally (normal end), as shown in Fig. 6B, a first result screen 83 is displayed on the display 26. Fig. 6B shows, as an example, the first result screen 83 when an ally character wins.

[0080] At least a portion of the game result information of the battle game is displayed on the first result screen 83. Also, on the first result screen 83, a next operation section 84 marked "Next" is displayed.

[0081] When the next operation unit 84 is operated, a second result screen 85 shown in FIG. 6C is displayed on the display 26.

[0082] At least a part of the game result information of the battle game is displayed on the second result screen 85. Also, a next operation unit 86 marked "Next" is displayed on the second result screen 85. Also, when the next operation unit 86 is operated, the display on the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen. In this embodiment, when the next operation unit 86 is operated, the main quest screen 72 shown in FIG. 5A is displayed on the display 26.

[0083] The game result information includes the friendly character ID (party) of the friendly character, the enemy character ID of the enemy character, remaining status information of the friendly and enemy characters at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual activation state or auto activation state), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game hierarchy, etc.), item information granted, etc.

[0084] If the auto activation state is in effect from the start to the end of the battle game and the special move is not used manually by the player, the auto activation state will be in effect, otherwise the manual activation state will be in effect. Also, a unique battle log ID is assigned to each battle game. Also, the information associated with each type of battle game is different for each type of battle game.

[0085] Next, the expedition game according to this embodiment will be described. The expedition game according to this embodiment has the following game characteristics. First, the player selects at least one of the dispatch destinations provided in advance. The player also selects one or more of the ally characters he owns to organize a party. Then, the player dispatches the organized party to the selected dispatch destination. Then, when the required time set for each dispatch destination has elapsed, the expedition game is completed, and the player can acquire a reward.

[0086] As described above, when the player operates the expedition selection operation section 71e on the quest screen 70 (FIG. 4B), the expedition top screen 90 (FIG. 7A) is displayed on the display 26. FIG. 7A is a diagram illustrating an example of the expedition top screen 90. In this embodiment, the expedition game has a plurality of hierarchies to which a plurality of dispatch destinations belong. Specifically, four hierarchies are provided as the plurality of hierarchies: "Hierarchy A", "Hierarchy B", "Hierarchy C", and "Hierarchy D". However, the number of hierarchies is not limited to this.

[0087] As shown in Fig. 7A, multiple expedition tier selection operation units 91 corresponding to multiple tiers are displayed in the center of the expedition top screen 90. Specifically, as shown in Fig. 7A, four operation units are displayed: a first expedition tier selection operation unit 91a marked "Level A," a second expedition tier selection operation unit 91b marked "Level B," a third expedition tier selection operation unit 91c marked "Level C," and a fourth expedition tier selection operation unit 91d marked "Level D."

[0088] When the player operates any one of the first expedition level selection operation unit 91a to the fourth expedition level selection operation unit 91d, a corresponding dispatch destination selection screen 100 (FIG. 7B), which will be described later, is displayed on the display .

[0089] Also displayed at the top of the expedition top screen 90 is a menu screen selection operation section 92 for displaying a menu screen 110 (FIG. 8A) which will be described later.

[0090] Also, at the top of the expedition top screen 90, a collective expedition selection operation section 93 is displayed for displaying a collective expedition screen 290 (FIG. 24A), which will be described later.

[0091] Also, at the top of the expedition top screen 90, an expeditionary PT selection operation section 94 is displayed for displaying an expeditionary party list screen 320 (FIG. 26A), which will be described later. As will be described in detail later, the expeditionary party list screen 320 (FIG. 26A) displays a list of parties organized for expedition games for which rewards have not been received, or expedition games currently being played. Also, on the expeditionary party list screen 320 (FIG. 26A), the results of expedition games corresponding to each dispatch destination can be confirmed, that is, rewards can be received.

[0092] Also, at the bottom of the expedition top screen 90, a collective expedition completion operation section 95 for displaying a collective expedition completion screen 270 (FIG. 22B) which will be described later is displayed.

[0093] As described above, when the player operates the expedition tier selection operation section 91 on the expedition top screen 90, a corresponding dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26. FIG. 7B is a diagram illustrating an example of the dispatch destination selection screen 100. Note that FIG. 7B shows the dispatch destination selection screen 100 that is displayed on the display 26 when the player operates the first expedition tier selection operation section 91a on the expedition top screen 90 (FIG. 7A).

[0094] In this embodiment, four dispatch destinations are provided as dispatch destinations belonging to "Tier A", namely, "Dispatch Destination A-1", "Dispatch Destination A-2", "Dispatch Destination A-3", and "Dispatch Destination A-4". Similarly, four dispatch destinations are provided for each of "Tier B" to "Tier D". However, the number of dispatch destinations belonging to each tier is not limited to this, and the number of dispatch destinations belonging to each tier may be the same or different.

[0095] As shown in Fig. 7B, a plurality of dispatch destination selection operation parts 101 corresponding to a plurality of dispatch destinations are displayed in the center of the dispatch destination selection screen 100. Specifically, as shown in Fig. 7B, four operation parts are displayed: a first dispatch destination selection operation part 101a marked "dispatch destination A-1", a second dispatch destination selection operation part 101b marked "dispatch destination A-2", a third dispatch destination selection operation part 101c marked "dispatch destination A-3", and a fourth dispatch destination selection operation part 101d marked "dispatch destination A-4".

[0096] In this embodiment, the difficulty level is set in advance for each dispatch destination in the expedition game. In this embodiment, three play conditions are set in advance for each dispatch destination: required strength, maximum number of people, and required time.

[0097] The required fighting strength indicates the minimum condition for the party's fighting strength, i.e., the total fighting strength of each of the friendly characters organized into the party. In other words, if the party's fighting strength is equal to or greater than the required fighting strength, the party can be dispatched to the destination. On the other hand, if the party's fighting strength is less than the required fighting strength, the party cannot be dispatched to the destination. In other words, the higher the required fighting strength, the higher the difficulty.

[0098] In other words, if the set organizational information (party composition) meets the minimum conditions (required fighting strength), progress in the specific content (expedition game) is permitted, and if the set organizational information (party composition) does not meet the minimum conditions (required fighting strength), progress in the specific content (expedition game) is not permitted.

[0099] Furthermore, the required time indicates the time required to complete the task when the party is dispatched to the destination. In this embodiment, the required time is shortened as the fighting power of the party dispatched to the destination increases. In other words, by organizing allied characters with relatively high fighting power among the allied characters possessed into the party, the fighting power of the party can be increased and the required time can be shortened. However, the conditions for shortening the required time are not limited to the above. For example, the time may be shortened by the number of party participants, the level of the allied characters, and the like, in addition to the fighting power. These may also be set on the automatic organization setting screen 160 (FIG. 12A) described later.

[0100] In other words, the setting of organization information is requested, which includes one or more game media (ally characters) and in which a predetermined parameter (fighting power) calculated based on the game media (ally characters) satisfies a minimum condition, and organization information (party organization) is set based on the player's operation for a specific content (expedition game) in which the degree of advantage increases (the required time is shortened) as the predetermined parameter (fighting power) exceeds the minimum condition. Also, it becomes possible to shorten the time required to complete the progress of the specific content (expedition game) depending on the degree to which the predetermined parameter (party fighting power) exceeds the minimum condition (required fighting power).

[0101] The maximum number of players indicates the maximum number of friendly characters that can be organized into a party to be dispatched to the destination. The lower the maximum number of players, the higher the difficulty level. The minimum number of friendly characters that can be organized into a party to be dispatched to the destination may be further set as a play condition.

[0102] Specifically, for example, as shown in FIG. 7B, for "Dispatch Destination A-1", the play conditions are set as follows: required time 1 hour 30 minutes, maximum number of players 5, and required strength 800,000. For "Dispatch Destination A-2", the play conditions are set as follows: required time 1 hour 45 minutes, maximum number of players 6, and required strength 900,000. For "Dispatch Destination A-3", the play conditions are set as follows: required time 1 hour 40 minutes, maximum number of players 2, and required strength 700,000. For "Dispatch Destination A-4", the play conditions are set as follows: required time 4 hours, maximum number of players 12, and required strength 950,000.

[0103] When the player operates any of the first dispatch destination selection operation unit 101a to the fourth dispatch destination selection operation unit 101d, a later-described organization screen 170 (FIG. 13A) for organizing a party to be dispatched to the corresponding type of dispatch destination is displayed on the display 26.

[0104] 7B, a cancel operation section 102 marked with "Cancel" is displayed at the bottom of the dispatch destination selection screen 100. When the player operates the cancel operation section 102, the display of the dispatch destination selection screen 100 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.

[0105] Furthermore, as described above, when the player operates the menu screen selection operation unit 92 on the expedition top screen 90 (FIG. 7A), the menu screen 110 (FIG. 8A) is displayed on the display 26. FIG. 8A is a diagram illustrating an example of the menu screen 110.

[0106] 8A, a notification setting operation section 111 labeled “Notification Settings” is displayed on menu screen 110. When notification setting operation section 111 is operated by the player, a notification setting screen 120 (FIG. 8B) described later is displayed on display 26.

[0107] 8A, a priority setting operation unit 112 labeled "PRIORITY SETTING" is displayed on the menu screen 110. When the priority setting operation unit 112 is operated by the player, a priority setting screen 130 (FIG. 9B), which will be described later, is displayed on the display 26.

[0108] 8A, an automatic formation setting operation section 113 labeled “Automatic formation setting” is displayed on the menu screen 110. When the automatic formation setting operation section 113 is operated by the player, an automatic formation setting screen 160 (FIG. 12A), which will be described later, is displayed on the display 26.

[0109] 8A, an automatic disassembly setting operation unit 114 labeled "automatic disassembly setting" is displayed on the menu screen 110. When the automatic disassembly setting operation unit 114 is operated by the player, an automatic disassembly setting screen (FIG. 40) for setting the automatic disassembly function described later is displayed on the display 26.

[0110] 8A, a close operation section 115 labeled “Close” is displayed on the menu screen 110. When the player operates the close operation section 115, the display of the menu screen 110 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.

[0111] As described above, when the player operates the notification setting operation unit 111, the notification setting screen 120 (FIG. 8B) is displayed. FIG. 8B is a first diagram illustrating an example of the notification setting screen 120. Also, FIG. 8C is a second diagram illustrating an example of the notification setting screen 120. FIG. 9A is a diagram illustrating an example of an expedition completion notification.

[0112] Although the details will be described later, in this embodiment, a repeat dispatch function is provided. In the repeat dispatch function, the player can arbitrarily specify the number of times (hereinafter referred to as the number of dispatches) to dispatch the organized party to the dispatch destination. In other words, for an expedition game (specific content), the player can set the number of times selected from once and a predetermined number of times of two or more as the number of times of execution. This makes it possible to improve the convenience of the player. Note that a limit may be set on the number of times of execution that can be set. For example, a limit may be set such that the execution of one type of expedition game is limited to ten times per day. In this case, the repeat dispatch function allows the number of times within the range not exceeding this upper limit number to be specified as the number of times of execution.

[0113] Furthermore, in this embodiment, when the expedition game is completed, the player can receive a notification indicating that the expedition game has been completed (hereinafter, referred to as an expedition completion notification). Specifically, in the case shown in FIG. 9A, a message M stating "Expedition Completed" is displayed at the top of the home screen 40. Note that the text displayed in the expedition completion notification is not limited to this. Also, the screen on which the message M is displayed is not limited to the home screen 40. In other words, while the game application is running, the message M is displayed at the top of the display 26 regardless of the type of screen being displayed.

[0114] 8B and 8C, the player can arbitrarily set the timing for executing the tour completion notification. In other words, the timing for executing the notification indicating that the progress of the tour game (specific content) has ended can be set based on the player's operation.

[0115] Specifically, regarding the trigger for executing the expedition completion notification, the player can set the completion of one expedition game as the trigger for executing the expedition completion notification (hereinafter referred to as the first execution trigger) regardless of the specified number of dispatches.

[0116] Furthermore, regarding the timing for executing the tour completion notification, the player can set the completion of all tour games of a designated number of dispatches as the timing for executing the tour completion notification (hereinafter referred to as the second execution timing).

[0117] In other words, the execution trigger (second execution trigger) can be set to the case where all the progress of the expedition game (specific content) of the set execution count has ended. In addition, when the second execution trigger is set and the specified number of dispatches is one, the expedition completion notification (notification) is executed based on the completion of the progress of one expedition game (specific content). In addition, when the second execution trigger is set and the specified number of dispatches is multiple times (e.g., three times), the expedition completion notification (notification) is executed based on the completion of the progress of multiple expedition games (specific content) (e.g., three times). In addition, when the second execution trigger is set and the specified number of dispatches is multiple times (e.g., three times), the expedition completion notification (notification) is not executed based on the completion of the progress of the expedition game (specific content) less than the specified number of dispatches (e.g., one or two times).

[0118] As shown in FIG. 8B and FIG. 8C, a first execution opportunity selection section 121 corresponding to the first execution opportunity and a second execution opportunity selection section 122 corresponding to the second execution opportunity are displayed in the center of the notification setting screen 120. When the player operates the first execution opportunity selection section 121, the first execution opportunity selection section 121 is highlighted as shown in FIG. 8B. When the player operates the second execution opportunity selection section 122, the second execution opportunity selection section 122 is highlighted as shown in FIG. 8C. In FIG. 8B and FIG. 8C, a black circle is displayed in the first execution opportunity selection section 121 or the second execution opportunity selection section 122 as a highlighting display in response to the player's operation. However, the content of the highlighting display is not limited to this. For example, a check mark may be displayed in the first execution opportunity selection section 121 or the second execution opportunity selection section 122 as a highlighting display in response to the player's operation.

[0119] 8B and 8C, a setting operation section 123 marked "Setting" is displayed at the bottom of the notification setting screen 120. When the first execution trigger selection section 121 is highlighted (FIG. 8B), if the player operates the setting operation section 123, the first execution trigger is set as the execution trigger for the tour completion notification. When the second execution trigger selection section 122 is highlighted (FIG. 8C), if the player operates the setting operation section 123, the second execution trigger is set as the execution trigger for the tour completion notification.

[0120] 8B and 8C, a cancel operation unit 124 marked with "Cancel" is displayed at the bottom of the notification setting screen 120. When the player operates the cancel operation unit 124, the display of the notification setting screen 120 is terminated, and the menu screen 110 (FIG. 8A) is displayed on the display 26.

[0121] Note that, although FIG. 9A shows a case where message M is displayed when home screen 40 is displayed on display 26, message M may be displayed when an execution trigger set by the player occurs while a game application is running.

[0122] That is, when an execution trigger set by the player occurs while a game application is running, regardless of the type of screen being displayed, message M may be displayed at the top of display 26. For example, when ally character confirmation screen 50 (FIG. 3B) is being displayed on display 26, if an execution trigger set by the player occurs, message M is displayed at the top of ally character confirmation screen 50. Similarly, a story screen 60 (FIG. 4A), a quest screen 70 (FIG. 4B), a main quest screen 72 (FIG. 5A), a main quest selection screen 74 (FIG. 5B), a party selection screen 77 (FIG. 5C), a battle game screen 80 (FIG. 6A), a first result screen 83 (FIG. 6B), a second result screen 85 (FIG. 6C), an expedition top screen 90 (FIG. 7A), a dispatch destination selection screen 100 (FIG. 7B), a menu screen 110 (FIG. 8A), a notification setting screen 120 (FIG. 8B), a priority setting screen 130 (FIG. 9B), a first priority change screen 140 (FIG. 10A), a second priority change screen 150 (FIG. 10B), an automatic formation setting screen 160 (FIG. 12A), a formation screen 170 (FIG. 13A), ), time saving screen 180 (Figure 15B), confirmation screen 190 (Figure 16A), expedition start presentation screen 200 (Figure 16B), time saving presentation screen 210 (Figure 16C), confirmation screen 220 (Figure 18A), withdrawal confirmation screen 230 (Figure 19A), expedition withdrawal screen 240 (Figure 19B), expedition completion screen 250 (Figure 20B), redeployment screen 260 (Figure 21), collective expedition completion screen 270 (Figure 22B), redeployment screen 280 (Figure 23), collective expedition screen 290 (Figure 24A), collective expedition confirmation screen 310 (Figure 25) are displayed on the display 26, and when the execution trigger set by the player is established, a message M is displayed at the top of each screen being displayed.

[0123] In addition, message M may be displayed when an execution trigger set by a player occurs while a game application is not running, and when the game application is launched for the first time after the execution trigger set by the player occurs.

[0124] Also, when a game application is not running, and an execution trigger set by the player is established, the message M may be displayed. In this case, the message M may be displayed in a predetermined notification area on the display 26 of the player terminal 1.

[0125] Furthermore, as described above, when the player operates the priority setting operation unit 112 on the menu screen 110 (FIG. 8A), the priority setting screen 130 is displayed on the display 26. FIG 9B is a first diagram illustrating an example of the priority setting screen 130. FIG 9C is a second diagram illustrating an example of the priority setting screen 130.

[0126] As described above, in this embodiment, a special item can be acquired as a reward when an expedition game is completed. Specifically, a special item corresponding to an ally character set as a special item drop target capable of acquiring a special item among ally characters organized in a party dispatched to the completed expedition game can be acquired with a predetermined probability.

[0127] In addition, in this embodiment, as a reward for completing an expedition game, a player can acquire a normal item that can also be acquired when completing the above-mentioned battle game. In addition, in this embodiment, as a reward for completing an expedition game, a player can acquire EX equipment that cannot be acquired when completing the above-mentioned battle game with a certain probability. A player can equip (set) a desired ally character with the EX equipment. This can stimulate the player's desire to play the expedition game.

[0128] Note that an icon image showing EX equipment that can be acquired at a dispatch destination may be displayed in correspondence with the dispatch destination selection operation unit 101. This allows the player to visually grasp the EX equipment that can be acquired, thereby improving convenience.

[0129] In this embodiment, the player can organize the maximum number of ally characters (for example, 5 characters) set for each dispatch destination into a party. Among the ally characters organized into the party, a predetermined number of ally characters (3 characters in this embodiment) can be set as targets for special item drops.

[0130] That is, in this embodiment, the player cannot acquire a special item corresponding to an ally character that is not set as a special item drop target among the ally characters organized in the party dispatched to the completed expedition game. However, the probability of acquiring a special item corresponding to an ally character that is not set as a special item drop target may be set lower than the probability of acquiring a special item corresponding to an ally character that is set as a special item drop target.

[0131] In addition, although details will be described later, in this embodiment, an automatic organization function is provided for automatically organizing a party to be dispatched to a dispatch destination. On the priority setting screen 130, when using the automatic organization function, the player can set the type of one or more ally characters (hereinafter referred to as priority targets) to be preferentially set as targets for special item drop, and the priority (order of priority) of the types.

[0132] 9B and 9C, a list display section 131 is displayed in the center of the priority setting screen 130. All ally characters possessed by the player are displayed in the list display section 131. The player can set desired ally characters (up to 15 in this embodiment) as priority targets by operating the ally characters displayed in the list display section 131.

[0133] 9B and 9C show a case where the levels of each of the ally characters displayed in the list display section 131 are displayed. However, the fighting power of each of the ally characters displayed in the list display section 131 may also be displayed.

[0134] 9B and 9C, a priority target display section 132 for displaying a list of ally characters set as priority targets is displayed at the bottom of the priority setting screen 130. When a player operates an ally character displayed in the list display section 131, the operated ally character is highlighted as shown in FIG.

[0135] 9C shows a case where the ally character operated by the player is grayed out as the highlighting. However, the content of the highlighting is not limited to this. For example, the highlighting may be performed by thickening the border of the ally character operated by the player.

[0136] Then, in the order of operation, the ally characters are displayed left-justified in the priority object display section 132. At this time, the priority of the ally character displayed on the left side of the priority object display section 132 is set to be the highest, and the priority of the ally character displayed on the right side of the priority object display section 132 is set to be the lowest.

[0137] 9B and 9C, a reset operation section 133 marked "Reset" is displayed in the center of the priority setting screen 130. When the player operates the reset operation section 133, the ally character set as the priority target is reset, and the ally character is highlighted in the list display section 131 shown in FIG. 9C, and the ally character displayed in the priority target display section 132 is hidden.

[0138] As shown in FIGS. 9B and 9C, a setting operation section 135 marked "SET" and a cancel operation section 136 marked "CANCEL" are displayed at the bottom right of the priority setting screen 130.

[0139] When the player operates the cancel operation unit 136, the content displayed on the priority setting screen 130 immediately before the cancel operation unit 136 is operated is discarded. In addition, the display of the priority setting screen 130 is terminated, and the menu screen 110 (FIG. 8A) is displayed on the display 26.

[0140] Furthermore, when the player operates the setting operation unit 135, the priority of the ally character is set according to the content displayed on the priority setting screen 130 immediately before the operation. Furthermore, the display of the priority setting screen 130 ends, and the menu screen 110 (FIG. 8A) is displayed on the display 26.

[0141] 9B and 9C, a priority change operation section 134 labeled “PRIORITY CHANGE” is displayed in the center of the priority setting screen 130. When the priority change operation section 134 is operated by the player, a first priority change screen 140 (FIG. 10A), which will be described later, is displayed on the display 26.

[0142] The player can change the priority of the ally character to be prioritized by performing a predetermined operation on the first priority change screen 140 (FIG. 10A) and the second priority change screen 150 (FIG. 10B, FIG. 11A) described later. Specifically, the priority of the ally character to be prioritized can be changed by swapping the priorities of two ally characters selected by the player from among the ally characters to be prioritized (hereinafter, referred to as the change-source ally character and the change-destination ally character).

[0143] Fig. 10A is a first diagram illustrating an example of a priority change first screen 140. Fig. 10B is a first diagram illustrating an example of a priority change second screen 150. Fig. 11A is a second diagram illustrating an example of a priority change second screen 150. Fig. 11B is a second diagram illustrating an example of the priority change first screen 140.

[0144] As shown in FIG. 10A, a priority target display section 141 is displayed in the center of the first priority change screen 140. In the priority target display section 141, ally characters set as priority targets, that is, ally characters displayed in the priority target display section 132, are displayed in a list in descending order of priority. Also, as shown in FIG. 10A, in the priority target display section 141, an identification display 141a that allows the priority to be identified is attached to each ally character set as a priority target. FIG. 10A shows a case where a number ("1" to "15") according to the priority is attached as the identification display 141a. That is, the higher the priority, the smaller the value of the number displayed. However, the content of the identification display 141a is not limited to this. For example, a symbol according to the priority may be displayed.

[0145] 10A, a close operation unit 142 marked with “Close” is displayed on the first priority change screen 140. When the player operates the close operation unit 142, the first priority change screen 140 is hidden, and the priority setting screen 130 is displayed on the display 26.

[0146] Also, as shown in FIG. 10A, at the top of the first priority change screen 140, an explanatory display stating "Please select the character whose priority you want to change" is displayed to prompt the player to perform an operation to select the ally character whose priority will be changed.

[0147] When the player operates any of the ally characters displayed in the priority target display area 141 of the priority change first screen 140, the operated ally character is set as the original ally character. Also, on the display 26, the display is switched to the priority change second screen 150 shown in FIG. 10B.

[0148] As shown in FIG. 10B, the priority target display section 141 continues to be displayed on the second priority change screen 150. As shown in FIG. 10B, the original ally character is highlighted on the priority target display section 141 of the second priority change screen 150. FIG. 10B shows a case where the border of the original ally character is thickened as the highlighting. However, the content of the highlighting is not limited to this. For example, the display size of the original ally character may be increased as the highlighting.

[0149] Also, as shown in FIG. 10B, at the top of the second priority change screen 150, an explanatory message stating "Please select the destination character" is displayed to prompt the player to perform an operation to select the destination ally character whose priority will be changed.

[0150] When the player operates any ally character other than the original ally character displayed in the priority target display portion 141 of the priority change second screen 150, the operated ally character is set as the destination ally character. Also, on the display 26, the display of the priority change second screen 150 is updated as shown in FIG. 11A.

[0151] In addition, in the above-mentioned FIG. 9C, a case where the maximum number of ally characters that can be set (15 characters) is set as priority targets is shown, but the number of ally characters that is less than the maximum number that can be set (15 characters) (for example, 3 characters) may be set as priority targets. Also, in this embodiment, it is not essential to set ally characters as priority targets. In other words, the player may choose not to set any ally characters as priority targets.

[0152] As shown in Fig. 11A, in the priority target display section 141 of the second priority change screen 150, both the original ally character and the changed ally character are highlighted so as to be identifiable. Fig. 11A shows a case where the original ally character is highlighted by making the border thicker and the changed ally character is highlighted by making the border thicker and displaying them with a dotted line. However, the content of the highlighting is not limited to this. For example, the display size of the original ally character and the changed ally character may be increased as the highlighting.

[0153] 10B and 11A, a setting operation section 151 marked "Setting" is displayed at the bottom of the second priority change screen 150. As shown in FIG. 10B, before the change-to ally character is set, the setting operation section 151 is displayed in an inoperable state. On the other hand, as shown in FIG. 11A, after the change-to ally character is set, the setting operation section 151 is displayed in an operable state.

[0154] 10B and 11A, a cancel operation section 152 marked with "Cancel" is displayed at the bottom of the second priority change screen 150. When the player operates the cancel operation section 152, the second priority change screen 150 is hidden, and the first priority change screen 140 is displayed on the display 26.

[0155] Furthermore, when the player operates the setting operation unit 151, the priority of the ally character set as the source ally character and the priority of the ally character set as the destination ally character are switched. Furthermore, on the display 26, the display is switched to a first priority change screen 140 shown in Fig. 11B, and the player is notified that the priority of the ally character set as the source ally character and the priority of the ally character set as the destination ally character have been switched.

[0156] As described above, the difficulty level of the expedition game is preset. In this embodiment, the difficulty level is set in advance for each dispatch destination based on three conditions: required fighting power, maximum number of people, and required time.

[0157] In this embodiment, it is possible to dispatch a party to each of a plurality of destinations. At this time, the same ally character cannot be included in the parties to be dispatched to each destination.

[0158] For example, if the objective is to dispatch parties to many destinations at the same time, the player must distribute friendly characters with relatively high combat power among many parties, and organize the combat power of each party to meet the minimum combat power required. In this case, a significant reduction in the time required for each dispatch destination cannot be expected, but it becomes possible to dispatch parties to many dispatch destinations at the same time.

[0159] Also, for example, if the objective is to shorten the time required at a dispatch destination, the player concentrates friendly characters with relatively high combat power in a small number of parties. This causes the combat power of each party to far exceed the required combat power. In this case, the number of dispatch destinations to which characters are dispatched at the same time is narrowed down, but the time required at each dispatch destination can be shortened.

[0160] As described above, when the player operates the automatic formation setting operation section 113 on the menu screen 110 (FIG. 8A), the automatic formation setting screen 160 (FIG. 12A) is displayed. FIG. 12A is a first diagram illustrating an example of the automatic formation setting screen 160. FIG. 12B is a second diagram illustrating an example of the automatic formation setting screen 160.

[0161] As described above, an automatic organization function is provided that automatically organizes ally characters to be dispatched to a dispatch destination selected by a player. In this embodiment, the automatic organization function includes a first automatic organization function and a second automatic organization function.

[0162] The first automatic organization function is a function that automatically organizes friendly characters by prioritizing the party's fighting strength to meet the minimum required fighting strength. By using the first automatic organization function, the player can simultaneously dispatch the party to a relatively large number of dispatch destinations.

[0163] The second automatic organization function is a function that automatically organizes friendly characters by prioritizing the maximization of the party's fighting power. By using the second automatic organization function, the player can shorten the time required at the dispatch destination.

[0164] In other words, the automatic formation function automatically generates formation information (party formation), and it is possible to generate formation information (party formation) based on the automatic formation function selected by the player from among a first automatic formation function which prioritizes meeting the minimum conditions (minimum conditions for the party's fighting strength) and a second automatic formation function which prioritizes meeting the minimum conditions (party fighting strength being equal to or greater than the required fighting strength) and increasing the degree of advantage (party fighting strength exceeding the required fighting strength and shortening the time required at the dispatch destination).

[0165] In the automatic organization setting screen 160, the player can set whether to use the first automatic organization function or the second automatic organization function as the automatic organization function. As shown in FIG. 12A and FIG. 12B, a first automatic organization function selection section 161 corresponding to the first automatic organization function and a second automatic organization function selection section 162 corresponding to the second automatic organization function are displayed in the center of the automatic organization setting screen 160. When the player operates the first automatic organization function selection section 161, the first automatic organization function selection section 161 is highlighted as shown in FIG. 12A. Also, when the player operates the second automatic organization function selection section 162, the second automatic organization function selection section 162 is highlighted as shown in FIG. 12B. In FIG. 12A and FIG. 12B, a black circle is displayed in the first automatic organization function selection section 161 or the second automatic organization function selection section 162 as a highlighting display according to the player's operation. However, the content of the highlighting display is not limited to this. For example, as the highlighting, a check mark may be displayed in the first automatic scheduling function selection section 161 or the second automatic scheduling function selection section 162 in response to an operation by the player.

[0166] 12A and 12B, a setting operation section 163 labeled "SET" is displayed at the bottom of the automatic formation setting screen 160. When the first automatic formation function selection section 161 is highlighted (FIG. 12A), if the player operates the setting operation section 163, the first automatic formation function is set as the automatic formation function. When the second automatic formation function selection section 162 is highlighted (FIG. 12B), if the player operates the setting operation section 163, the second automatic formation function is set as the automatic formation function. When the player operates the setting operation section 163, the display of the automatic formation setting screen 160 is terminated, and the menu screen 110 (FIG. 8A) is displayed on the display 26.

[0167] Also, as described above, when the player operates any of the dispatch destination selection operation units 101 on the dispatch destination selection screen 100 (FIG. 7B), a composition screen 170 (FIG. 13A) for organizing a party to be dispatched to a corresponding type of dispatch destination is displayed on the display 26.

[0168] FIG. 13A is a first diagram for explaining an example of the organization screen 170. FIG. 13B is a second diagram for explaining an example of the organization screen 170. Note that FIG. 13B shows a case where the fighting power of the party organized by the player is the same as the required fighting power. FIG. 13C is a third diagram for explaining an example of the organization screen 170. Note that FIG. 13C shows a case where the fighting power of the party organized by the player exceeds the required fighting power.

[0169] In the following, a case will be described in which the first dispatch destination selection operation unit 101a corresponding to "dispatch destination A-1" is operated and the organization screen 170 is displayed. As described above, the play conditions for "dispatch destination A-1" are set as the required time of 1 hour and 30 minutes, the maximum number of players is 5, and the required fighting power is 800,000.

[0170] 13A, a list display section 171 that displays a list of ally characters that can be organized into a party is displayed on the organization screen 170. The player can organize a desired ally character into a party by operating the ally character displayed in the list display section 171.

[0171] 13A shows a case where the level of each of the ally characters displayed in the list display section 171 is displayed. However, it is also possible to display the combat power of each of the ally characters displayed in the list display section 171.

[0172] As described above, in this embodiment, the same ally character cannot be organized in multiple dispatch destinations. Therefore, if there is an ally character (hereinafter referred to as a non-organization character) that is already organized in a party dispatched to another dispatch destination, the non-organization character is marked with a non-organization display 171x. In other words, the non-organization character can be notified to the player by the non-organization display 171x.

[0173] 13A, a drop target display section 172a and a non-drop target display section 172b are displayed on the organization screen 170. The drop target display section 172a displays ally characters organized as special item drop targets capable of acquiring special items. The non-drop target display section 172b displays ally characters organized as other than special item drop targets capable of acquiring special items.

[0174] When the player operates an ally character displayed in the list display section 171, the operated ally character is highlighted as shown in Fig. 13B and Fig. 13C. Fig. 13B and Fig. 13C show a case where the ally character operated by the player is grayed out as the highlighting. However, the content of the highlighting is not limited to this. For example, the highlighting may be performed by thickening the border of the ally character operated by the player.

[0175] Then, in the order in which they were operated, the ally characters are displayed left-justified in the drop target display portion 172a and the non-drop target display portion 172b.

[0176] As shown in Figs. 13B and 13C, the highlighted ally characters in the list display section 171 are provided with identification indicators 171a that allow the order of operation to be identified. Figs. 13B and 13C show a case in which numbers ("1" to "15") corresponding to the order of operation are provided as the identification indicators 171a. That is, the earlier the operation is performed, the smaller the value of the number displayed. However, the content of the identification indicators 171a is not limited to this. For example, a symbol corresponding to the order of operation may be displayed.

[0177] Furthermore, the player can again operate the highlighted ally character in the list display portion 171 to exclude the operated ally character from the party being organized.

[0178] Further, the organization screen 170 displays a necessary force display section 173a. In the necessary force display section 173a, the necessary force set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the force of the party being organized is displayed in the numerator. Specifically, for example, in the case of FIG. 13B, the force of the party organized by the player, 800,000, is displayed in the numerator of the necessary force display section 173a, and the necessary force of 800,000 is displayed in the denominator of the necessary force display section 173a. In the case of FIG. 13C, the force of the party organized by the player, 1.2 million, is displayed in the numerator of the necessary force display section 173a, and the necessary force of 800,000 is displayed in the denominator of the necessary force display section 173a.

[0179] Furthermore, the formation screen 170 displays a required time display section 173b. In the required time display section 173b, the required time set for the dispatch destination (here, "dispatch destination A-1") is displayed. Specifically, for example, in the case of FIG. 13B, the required time of 1 hour and 30 minutes is displayed in the required time display section 173b. Note that, if the required time is shortened according to the fighting power of the formed party, as shown in FIG. 13C, the shortened required time (e.g., 1 hour) and the time shortened from the required time before shortening (e.g., -30 minutes) are displayed in the required time display section 173b.

[0180] Further, the organization screen 170 displays a maximum number of people display section 173c. In the maximum number of people display section 173c, the maximum number of people set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the number of people in the party being organized is displayed in the numerator. Specifically, for example, before the player organizes ally characters, as shown in FIG. 13A, "0", which is the number of ally characters organized by the player, is displayed in the numerator of the maximum number of people display section 173c, and "5", which is the maximum number of people, is displayed in the denominator of the maximum number of people display section 173c. Furthermore, when the player organizes five ally characters, as shown in FIG. 13B and FIG. 13C, "5", which is the number of ally characters organized by the player, is displayed in the numerator of the maximum number of people display section 173c, and "5", which is the maximum number of people, is displayed in the denominator of the maximum number of people display section 173c.

[0181] As described above, in this embodiment, an automatic organization function is provided for automatically organizing a party to be dispatched to a dispatch destination. As shown in Fig. 13A, an automatic organization operation section 174 for using the automatic organization function is displayed on the organization screen 170. When the player operates the automatic organization operation section 174, the automatic organization function (first automatic organization function or second automatic organization function) of the type set by the player on the above-mentioned automatic organization setting screen 160 (Figs. 12A and 12B) is used, and a party is automatically organized.

[0182] Fig. 14A is a diagram illustrating an example of the formation screen 170 when the first automatic formation function is used. When the first automatic formation function is used, as shown in Fig. 14A, among the ally characters set as priority targets by the player, three ally characters with high priority are formed into a party with priority, and are displayed in the drop target display section 172a. Note that, if there is a party that has already been dispatched to another dispatch destination, among the ally characters set as priority targets, three ally characters with high priority, excluding characters that cannot be formed, are formed into a party with priority.

[0183] 14A, ally characters that are not set as priority targets are organized and displayed in the non-drop target display area 172b so that the party's fighting power meets the minimum required fighting power. If there is a party that has already been dispatched to another dispatch destination, ally characters excluding priority targets and characters that cannot be organized are organized into the party so that the party's fighting power meets the minimum required fighting power.

[0184] In the case shown in FIG. 14A, a party is formed consisting of three ally characters displayed in the drop target display portion 172a and one ally character displayed in the non-drop target display portion 172b.

[0185] In this embodiment, specifically, when the first automatic organization function is used, first, three ally characters with high priority, excluding characters that cannot be organized, are organized into a party with priority. Then, if the total strength of these three ally characters reaches the required strength, only these three ally characters will be organized into the party organized by the first automatic organization function.

[0186] On the other hand, if the total strength of these three ally characters does not reach the required strength, further ally characters that are not set as priority targets are organized into the party. Specifically, among the ally characters that are not set as priority targets and can be organized, the ally characters with the greatest strength are organized in order until the party's strength reaches the required strength. In other words, the total number of ally characters organized into the party when the first automatic organization function is used is an indefinite value (a value between three and the maximum number of people).

[0187] However, without being limited thereto, when the first automatic organization function is used, allied characters with high priority, excluding characters that cannot be organized, may be organized in order until the party's fighting power meets the required fighting power. In other words, if the required fighting power is reached with one or two characters as a result of organizing allied characters with high priority, excluding characters that cannot be organized, only these one or two allied characters may be organized into the party.

[0188] Fig. 14B is a diagram illustrating an example of the formation screen 170 when the second automatic formation function is used. When the second automatic formation function is used, as shown in Fig. 14B, among the ally characters set as priority targets by the player, three ally characters with high priority are formed into a party with priority, and are displayed in the drop target display section 172a. Note that, if there is a party that has already been dispatched to another dispatch destination, among the ally characters set as priority targets, three ally characters with high priority, excluding characters that cannot be formed, are formed into a party with priority.

[0189] 14B, ally characters that are not set as priority targets are organized and displayed in the non-drop target display area 172b, with a priority given to making the party's fighting power as high as possible. If there is a party that has already been dispatched to another dispatch destination, ally characters excluding priority targets and characters that cannot be organized are organized into the party, with a priority given to making the party's fighting power exceed the required fighting power.

[0190] That is, in the case shown in FIG. 14B, a party is formed consisting of three ally characters displayed in the drop target display portion 172a and two ally characters displayed in the non-drop target display portion 172b.

[0191] In this embodiment, specifically, when the second automatic organization function is used, first, three ally characters with high priority, excluding characters that cannot be organized, are organized into a party with priority. Furthermore, ally characters that are not set as priority targets are organized into a party. Specifically, among ally characters that are not set as priority targets and can be organized, ally characters with high combat power are organized up to the maximum number that can be organized. In other words, the maximum number of ally characters will be organized into a party organized by the second automatic organization function.

[0192] As described above, in this embodiment, the setting of the ally character to be prioritized is not essential. If the setting of the ally character to be prioritized is not performed, when the first automatic organization function is used, the ally characters are organized so that the party's fighting power meets the minimum required fighting power. Specifically, for example, among the ally characters that can be organized, the ally characters with the largest fighting power may be organized in order until the party's fighting power meets the required fighting power. In this case, the total number of ally characters organized in the party is an indefinite value. In other words, when the party's fighting power reaches the required fighting power at the stage where three ally characters with the largest fighting power are organized among the ally characters that can be organized, only these three ally characters will be organized in the party organized by the first automatic organization function.

[0193] Furthermore, if the priority ally character is not set, when the second automatic organization function is used, the ally characters are organized so as to prioritize the party's maximum combat power. Specifically, for example, among the ally characters that can be organized, the ally characters with the greatest combat power are organized up to the maximum number that can be organized. In other words, the maximum number of ally characters will be organized in the party organized by the second automatic organization function.

[0194] As described above, in this embodiment, a repeat dispatch function is provided that allows the player to arbitrarily specify the number of times the organized party is dispatched to the destination. Fig. 15A is a fourth diagram for explaining an example of the organization screen 170. As shown in Fig. 15A, the organization screen 170 displays a repeat dispatch count display section 175, a repeat dispatch count increase operation section 175a, and a repeat dispatch count decrease operation section 175b.

[0195] The number of dispatches being set is displayed in the repeat dispatch count display unit 175. When the player operates the repeat dispatch count increase operation unit 175a, the number of dispatches is increased by one, and the display in the repeat dispatch count display unit 175 is updated. When the player operates the repeat dispatch count decrease operation unit 175b, the number of dispatches is decreased by one, and the display in the repeat dispatch count display unit 175 is updated. In this embodiment, the minimum value of the number of dispatches displayed in the repeat dispatch count display unit 175 is one.

[0196] When the number of dispatches is set to multiple times, the required time displayed in the required time display section 173b is updated according to the set number of dispatches, as shown in Fig. 15A. For example, when the required time for one dispatch is 1 hour and 30 minutes, if the number of dispatches is set to 4 times, the required time is updated to 6 hours and displayed, as shown in Fig. 15A.

[0197] As described above, the time required for one dispatch in the expedition game is set to be relatively long compared to the time required for one battle game. Therefore, in this embodiment, in addition to shortening the required time by increasing the fighting power of the party, a time shortening function is provided to shorten the required time in the expedition game. That is, in this embodiment, both shortening the required time by increasing the fighting power of the party and using the time shortening function can be used at the same time.

[0198] 15A, a time saving operation section 176 is displayed on the formation screen 170. When the time saving operation section 176 is operated by the player, a time saving screen 180, which will be described later, is displayed on the display .

[0199] FIG. 15B is a first diagram for explaining an example of the time-saving screen 180. In this embodiment, a first time-saving function is provided as the time-saving function, which uses a predetermined item (time-saving ticket) owned by the player to shorten the required time. Specifically, the player can shorten the required time by one hour by consuming one time-saving ticket. Note that a limit may be set on the number of time-saving tickets that can be consumed within a preset period. For example, up to 99 time-saving tickets may be consumed per day. In this case, the required time can be shortened by up to 99 hours by consuming the time-saving ticket per day.

[0200] As shown in FIG. 15B, time saving screen 180 displays a time saving number display section 181, a time saving number increase operation section 181a, and a time saving number decrease operation section 181b related to the first time saving function.

[0201] The number of consumed time-saving tickets is displayed in the reduction count display unit 181. When the player operates the reduction count increase operation unit 181a, the number of consumed time-saving tickets is increased by one, and the display in the reduction count display unit 181 is updated. When the player operates the reduction count decrease operation unit 181b, the number of consumed time-saving tickets is decreased by one, and the display in the reduction count display unit 181 is updated. In this embodiment, the minimum number of consumed time-saving tickets displayed in the reduction count display unit 181 is 0.

[0202] In addition, in this embodiment, a second time-saving function is provided as a time-saving function that uses a predetermined in-game currency (jewels) owned by the player to shorten the required time. Specifically, the player can shorten the required time by one hour by consuming a predetermined number of jewels once. The number of jewels required to shorten one hour is not a fixed value, and may be variable. For example, the number of jewels required may increase as the number of times increases, such as 80 jewels the first time, 100 jewels the second time, and 120 jewels the third time.

[0203] In addition, a limit may be set on the number of times that a predetermined number of jewels can be consumed to shorten the required time within a preset period. For example, the required time may be shortened up to 99 times per day by consuming a predetermined number of jewels. In this case, the required time can be shortened up to a maximum of 99 hours by consuming jewels per day.

[0204] As shown in FIG. 15B, the time saving screen 180 displays a time saving number display section 182, a time saving number increase operation section 182a, and a time saving number decrease operation section 182b relating to the second time saving function.

[0205] The number of times a predetermined number of jewels have been consumed is displayed in the number of times of reduction display unit 182. When the player operates the number of times of reduction increase operation unit 182a, the number of times a predetermined number of jewels have been consumed is increased by one, and the display in the number of times of reduction display unit 182 is updated. When the player operates the number of times of reduction decrease operation unit 182b, the number of times a predetermined number of jewels have been consumed is decreased by one, and the display in the number of times of reduction display unit 182 is updated. In this embodiment, the number of times a predetermined number of jewels have been consumed, displayed in the number of times of reduction display unit 182, is 0.

[0206] Furthermore, the time reduction screen 180 displays a required time display section 183. As shown in Fig. 15B, when the player inputs that he / she will consume two time reduction tickets and a predetermined number of jewels twice, the required time display section 183 displays the required time before reduction (e.g., 6 hours), the required time after reduction (e.g., 2 hours), and the time reduced from the required time before reduction (e.g., -4 hours).

[0207] Furthermore, as shown in FIG. 15B, on the time saving screen 180, a setting operation section 184 marked "SET" and a cancel operation section 185 marked "CANCEL" are displayed.

[0208] Furthermore, when the player operates the cancel operation unit 185 of the time-saving screen 180, the content displayed on the time-saving screen 180 immediately before the operation is discarded. Furthermore, the display of the time-saving screen 180 ends, and the formation screen 170 (FIG. 15A) immediately before the time-saving operation unit 176 is operated is displayed on the display 26.

[0209] Furthermore, when the player operates the setting operation unit 184, the time saving function is set with the content displayed on the time saving screen 180 immediately before the operation. Furthermore, the display of the time saving screen 180 ends, and the organization screen 170 (FIG. 15C) is displayed on the display 26.

[0210] Fig. 15C is a fifth diagram for explaining an example of the formation screen 170. Fig. 15C shows the formation screen 170 displayed on the display 26 when the player operates the setting operation unit 184 of the time reduction screen 180 shown in Fig. 15B. As shown in Fig. 15C, the required time display unit 173b of the formation screen 170 displays the required time before reduction (e.g., 6 hours), the required time after reduction (e.g., 2 hours), and the time reduced from the required time before reduction (e.g., -4 hours) according to the contents of the time reduction function set as described above.

[0211] As shown in FIG. 15C, the composition screen 170 displays a dispatch operation section 177 marked "Dispatch" and a cancellation operation section 178 marked "Cancel."

[0212] When the player operates the cancel operation unit 178, the content displayed on the composition screen 170 immediately before the operation is discarded. In addition, the display of the composition screen 170 is terminated, and the dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26.

[0213] Also, when the strength of the party falls below the required strength, the dispatch operation unit 177 is displayed in an inoperable state on the organization screen 170, as shown in Fig. 13A. On the other hand, when the strength of the party is equal to or greater than the required strength, the dispatch operation unit 177 is displayed in an operable state on the organization screen 170, as shown in Figs. 13B, 13C, 14A, 14B, 15A, and 15C.

[0214] As shown in Fig. 15C, when the use of the time-saving function is set and the dispatch operation unit 177 in an operable state on the composition screen 170 is operated by the player, a confirmation screen 190 (Fig. 16A) is displayed on the display 26. When the use of the time-saving function is not set and the dispatch operation unit 177 in an operable state on the composition screen 170 is operated by the player, the confirmation screen 190 (Fig. 16A) is not displayed on the display 26, and an expedition start performance screen 200 (Fig. 16B), which will be described later, is displayed on the display 26 for a predetermined time, and the start of the expedition game is announced.

[0215] Fig. 16A is a diagram illustrating an example of a confirmation screen 190. As shown in Fig. 16A, the confirmation screen 190 notifies the player that time-saving tickets and jewels will be consumed by using the time-saving function.

[0216] In the case of FIG. 16A, the required time for one dispatch to "Dispatch Destination A-1" is 1 hour and 30 minutes, and since the number of dispatches is set to 4, the total required time is displayed as 6 hours. In addition, it is displayed that the expedition time is shortened by 4 hours by using the time shortening function. If the expedition game is started under these conditions, the first two dispatches are completed immediately by the time shortening function. Then, the third dispatch is shortened by 1 hour, and the remaining required time is 30 minutes. Furthermore, the fourth dispatch is not shortened, and the required time is 1 hour and 30 minutes. In other words, when the time shortening function is used, the time is shortened in order from the dispatch with the smallest number of times among the repeatedly executed dispatches.

[0217] 16A, an OK operation section 191 marked with "OK" and a cancel operation section 192 marked with "Cancel" are displayed on the confirmation screen 190. When the player operates 192, the display of the confirmation screen 190 ends, and the formation screen 170 (FIG. 15C) immediately before the dispatch operation section 177 is operated is displayed on the display 26.

[0218] Furthermore, the expedition game starts when the player operates the OK operation unit 191. Then, an expedition start production screen 200 (FIG. 16B), which will be described later, is displayed on the display 26 for a predetermined period of time, and the start of the expedition game is announced.

[0219] Fig. 16B is a diagram illustrating an example of the expedition start production screen 200. As shown in Fig. 16B, on the expedition start production screen 200, a predetermined production image that notifies the player that the expedition game has started is displayed for a predetermined time (e.g., 3 seconds). On the expedition start production screen 200, ally characters to be dispatched on the expedition are displayed. Specifically, for example, all ally characters organized into a party, or a predetermined number of ally characters among the ally characters organized into a party, are displayed on the expedition start production screen 200.

[0220] When a predetermined time (e.g., 3 seconds) has elapsed, the display of the expedition start presentation screen 200 on the display 26 ends. Then, if the use of the time-saving function is set for the started expedition game, a time-saving presentation screen 210 shown in Fig. 16C, which will be described later, is displayed for a predetermined time on the display 26. Note that, if the use of the time-saving function is not set for the started expedition game, a dispatch destination selection screen 100 shown in Fig. 17A, which will be described later, is displayed on the display 26.

[0221] Fig. 16C is a diagram illustrating an example of the time-saving effect screen 210. As shown in Fig. 16C, on the time-saving effect screen 210, a predetermined effect image is displayed for a predetermined time (e.g., 3 seconds) to inform the player that the time-saving function has been used for the started away game.

[0222] When a predetermined time (for example, 3 seconds) has elapsed, the display of the time-saving performance screen 210 ends on the display 26. Then, the dispatch destination selection screen 100 shown in FIG.

[0223] Fig. 17A is a diagram illustrating an example of a dispatch destination selection screen 100 during execution of an expedition game. Fig. 17B is a diagram illustrating an example of a time-saving screen 180 during execution of an expedition game. As shown in Fig. 17A, on the dispatch destination selection screen 100 during execution of an expedition game, an expedition display 103 is displayed below a dispatch destination selection operation unit 101 corresponding to the dispatch destination during execution of the expedition game.

[0224] 17A, on the dispatch destination selection screen 100 during the execution of the expedition game, a representative character 100a is displayed in the dispatch destination selection operation unit 101 corresponding to the dispatch destination during the execution of the expedition game. In this embodiment, when a party to be dispatched to the dispatch destination is organized, the D ally character is displayed on the organization screen 170 as the representative character 100a. However, without being limited thereto, when a party to be dispatched to the dispatch destination is organized, the ally character with the highest combat power among the organized ally characters may be displayed as the representative character 100a.

[0225] 17A shows a case where a party is dispatched to "dispatch destination A-1" and an expedition game is being played. In this case, an expedition display 103 is displayed below the first dispatch destination selection operation unit 101a.

[0226] 17A, the remaining time until the expedition game "Dispatch Destination A-1" is completed is displayed on the expedition display 103. Here, the remaining time is displayed as 2 hours.

[0227] Also, as shown in FIG. 17A, the expedition display 103 displays a time-saving operation section 104 marked "Time Saving" and a withdrawal operation section 105 marked "Withdraw". As described above, in this embodiment, when dispatching a party to a dispatch destination, the player can use the time-saving function to shorten the remaining time required. In this embodiment, the time-saving function can also be used after the expedition game has started to be executed. When the player taps the time-saving operation section 104, a time-saving screen 180 (FIG. 17B) is displayed on the display 26. The time-saving screen 180 in FIG. 17B has the same function as the time-saving screen 180 in FIG. 15B described above.

[0228] That is, as shown in FIG. 17B, the time saving screen 180 displays a time saving count display section 181, a time saving count increase operation section 181a, and a time saving count decrease operation section 181b, which relate to the first time saving function that uses a time saving ticket owned by the player to shorten the remaining time required for the expedition game after the start of execution.

[0229] The number of consumed time-saving tickets is displayed on the time-saving count display unit 181. When the player operates the time-saving count increase operation unit 181a, the number of consumed time-saving tickets is increased by one, and the display on the time-saving count display unit 181 is updated. When the player operates the time-saving count decrease operation unit 181b, the number of consumed time-saving tickets is decreased by one, and the display on the time-saving count display unit 181 is updated.

[0230] Also, as shown in FIG. 17B, the time saving screen 180 displays a time saving count display section 182, a time saving count increase operation section 182a, and a time saving count decrease operation section 182b, which relate to a second time saving function that uses jewels owned by the player to shorten the remaining time required for the expedition game after the start of execution.

[0231] The number of times a predetermined number of jewels have been consumed is displayed in the number of times of reduction display 182. When the player operates the number of times of reduction increase operation unit 182a, the number of times a predetermined number of jewels have been consumed is increased by one, and the display in the number of times of reduction display 182 is updated. When the player operates the number of times of reduction decrease operation unit 182b, the number of times a predetermined number of jewels have been consumed is decreased by one, and the display in the number of times of reduction display 182 is updated.

[0232] Furthermore, the time reduction screen 180 displays a required time display section 183. As shown in Fig. 17B, when the player inputs that one time reduction ticket is consumed and a predetermined number of jewels is not consumed, the required time display section 183 displays the remaining required time before reduction (e.g., 2 hours), the remaining required time after reduction (e.g., 1 hour), and the time reduced from the remaining required time before reduction (e.g., -1 hour).

[0233] As shown in FIG. 17B, the time saving screen 180 displays a saving operation section 184a marked "SHORTCUT" and a cancel operation section 185 marked "CANCEL".

[0234] In addition, when the player operates the cancel operation unit 185 of the time-saving screen 180, the content displayed on the time-saving screen 180 immediately before the operation is discarded. In addition, the display of the time-saving screen 180 ends, and the dispatch destination selection screen 100 (FIG. 17A) is displayed on the display 26.

[0235] In addition, when the player operates the shortcut operation unit 184a, a confirmation screen 220 (FIG. 18A) for confirming to the player that the time saving function is to be used is displayed with the content displayed on the time saving screen 180 immediately before the operation. FIG. 18A is a diagram for explaining an example of the confirmation screen 220 for confirming to the player that the time saving function is to be used during the execution of the expedition game.

[0236] As shown in FIG. 18A, a confirmation screen 220 notifies the player that time-saving tickets or jewels will be consumed by using the time-saving function.

[0237] 18A, a shortcut operation section 221 marked with "SHORTEN" and a cancel operation section 222 marked with "CANCEL" are displayed on the confirmation screen 220. When the player operates 222, the display of the confirmation screen 190 ends, and the time shortening screen 180 (FIG. 17B) immediately before the shortcut operation section 184a was operated is displayed on the display 26.

[0238] Furthermore, when the player operates the shortcut operation unit 221, the shortcut function is used, and the time-saving performance screen 210 shown in Fig. 16C described above is displayed for a predetermined time on the display 26. When the predetermined time has elapsed, the display of the time-saving performance screen 210 on the display 26 ends. Then, the dispatch destination selection screen 100 shown in Fig. 18B described later is displayed on the display 26.

[0239] Fig. 18B is a diagram illustrating an example of the dispatch destination selection screen 100 that is displayed when the shortcut function is used during the execution of an expedition game. As shown in Fig. 18B, the expedition display 103 on the dispatch destination selection screen 100 displays the remaining time until the expedition game "dispatch destination A-1" is completed. Here, the remaining time is shortened by one hour by the shortcut function, and the remaining time is displayed as one hour.

[0240] As described above, in this embodiment, it is not possible to organize the same ally character in multiple dispatch destinations. In other words, when a specific ally character is dispatched to an expedition game being executed, the specific ally character cannot be dispatched to another dispatch destination. Therefore, in this embodiment, a withdrawal function is provided that enables the player to withdraw the party from the expedition game being executed and to cancel the expedition game being executed. By using the withdrawal function, it becomes possible to dispatch a specific ally character that the player desires to another dispatch destination.

[0241] 18B, a withdraw operation unit 105 marked "withdraw" is displayed in the expedition display 103 of the dispatch destination selection screen 100. When the player operates the withdraw operation unit 105, a withdraw confirmation screen 230 (FIG. 19A) for confirming to the player that he or she will use the withdraw function is displayed on the display 26.

[0242] FIG. 19A is a diagram for explaining an example of the withdrawal confirmation screen 230. As shown in FIG. 19A, the withdrawal confirmation screen 230 informs the player that, when the withdrawal function is used, the player cannot obtain rewards for the incomplete expedition games, the remaining time required is reset, and the time-saving tickets and jewels used for time saving are not returned. Note that, when the above-mentioned repeated dispatch function is used and multiple dispatches to the dispatch destination are set, when the above-mentioned withdrawal function is used, the player can receive rewards for the expedition games that have already been completed among the multiple dispatches.

[0243] As shown in Fig. 19A, a cancel operation section 231 marked with "Cancel" and an OK operation section 232 marked with "OK" are displayed on the withdrawal confirmation screen 230. When the player operates the cancel operation section 231, the withdrawal function is not used and the display of the withdrawal confirmation screen 230 ends. Then, the dispatch destination selection screen 100 (Fig. 18B) is displayed again on the display 26.

[0244] Furthermore, when the player operates the OK operation section 232, the retreat function is used and an expedition retreat screen 240 (FIG. 19B) is displayed on the display 26.

[0245] Fig. 19B is a diagram illustrating an example of the expedition withdrawal screen 240. As shown in Fig. 19B, the expedition withdrawal screen 240 notifies the player that a withdrawal has been made from a dispatch destination of a type corresponding to the withdrawal operation unit 105 (Fig. 18B) operated by the player. In Fig. 19B, the player is notified that a withdrawal has been made from "dispatch destination A-1".

[0246] 19B, a close operation section 241 marked "Close" is displayed on the expedition withdrawal screen 240. When the player operates the close operation section 241, the display of the expedition withdrawal screen 240 ends, and the dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26. Note that on the dispatch destination selection screen 100 displayed at this time, the expedition in progress display 103 (FIG. 17A) corresponding to the dispatch destination from which the withdrawal has been made is not displayed.

[0247] Also, if the necessary time has elapsed without using the retreat function, the expedition game is completed. Fig. 20A is a diagram illustrating an example of the dispatch destination selection screen 100 at the time of expedition completion. Fig. 20A shows the case where "dispatch destination A-1" has been completed.

[0248] As shown in Fig. 20A, on the dispatch destination selection screen 100, an expedition completion display 106 is displayed below the dispatch destination selection operation section 101 corresponding to the completed dispatch destination. Also, as shown in Fig. 20A, the expedition completion display 106 displays a result confirmation operation section 107 marked "Confirm Result." When the player operates the result confirmation operation section 107, an expedition completion screen 250 (Fig. 20B) is displayed on the display 26.

[0249] Fig. 20B is a diagram illustrating an example of the expedition completion screen 250. As shown in Fig. 20B, the expedition completion screen 250 displays a list of rewards acquired at the dispatch destination of the type corresponding to the result confirmation operation unit 107 (Fig. 20A) operated by the player. When the expedition completion screen 250 is displayed, the player can complete receipt of the rewards acquired at the dispatch destination. Fig. 20B shows a case where the rewards acquired upon completion of "dispatch destination A-1" are displayed in a list.

[0250] 20B, the expedition completion screen 250 displays a non-re-dispatch operation section 251 marked "Do not re-dispatch" and a re-dispatch operation section 252 marked "Re-dispatch." When the player taps the non-re-dispatch operation section 251, the display of the expedition completion screen 250 ends, and the dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26. That is, since the player has received the reward acquired by completing "dispatch destination A-1," the expedition completion display 106 (FIG. 20A) is hidden.

[0251] Furthermore, when the player operates the re-dispatch operation unit 252, a re-dispatch screen 260 (FIG. 21) for re-dispatching a party with the same composition to the same dispatch destination is displayed on the display 26.

[0252] Fig. 21 is a diagram illustrating an example of the re-dispatch screen 260. As shown in Fig. 21, the re-dispatch screen 260 displays a dispatch destination display section 261. The dispatch destination display section 261 displays the type of dispatch destination (here, "dispatch destination A-1") and the play conditions (required strength, maximum number of people, required time) corresponding to the type of dispatch destination.

[0253] 21, a party display section 262 is displayed in a dispatch destination display section 261. Allied characters of the same composition as the party previously dispatched to the dispatch destination are displayed in the party display section 262. Note that the party display section 262 may display at least a portion of all allied characters that make up the party.

[0254] In addition, in this embodiment, the repeat dispatch function can be used on the re-dispatch screen 260. Note that, in this embodiment, a case is shown in which the repeat dispatch function can be used on the re-dispatch screen 260, but the time reduction function cannot be used. However, this is not limited to this, and both the repeat dispatch function and the time reduction function may be used on the re-dispatch screen 260.

[0255] As shown in FIG. 21, the dispatch destination display section 261 displays a number of repeated dispatches display section 264, a number of repeated dispatches increase operation section 264a, and a number of repeated dispatches decrease operation section 264b.

[0256] The number of dispatches being set is displayed in the repeat dispatch count display unit 264. When the player operates the repeat dispatch count increase operation unit 264a, the number of dispatches is increased by one, and the display in the repeat dispatch count display unit 264 is updated. When the player operates the repeat dispatch count decrease operation unit 264b, the number of dispatches is decreased by one, and the display in the repeat dispatch count display unit 264 is updated. In this embodiment, the minimum value of the number of dispatches displayed in the repeat dispatch count display unit 264 is one.

[0257] 21, the re-dispatch screen 260 displays a cancel operation section 265 marked "Cancel" and a dispatch operation section 266 marked "Dispatch." When the player operates the cancel operation section 265, the content displayed on the re-dispatch screen 260 immediately before the operation is discarded. Furthermore, the display of the re-dispatch screen 260 ends, and the expedition completion screen 250 (FIG. 20B) immediately before the re-dispatch operation section 252 (FIG. 20B) is operated is displayed on the display 26.

[0258] When the player operates the dispatch operation unit 266, the expedition game starts. Then, the above-mentioned expedition start production screen 200 (FIG. 16B) is displayed on the display 26 for a predetermined time, and the start of the expedition game is announced. When the predetermined time has elapsed, the display of the expedition start production screen 200 (FIG. 16B) on the display 26 ends, and the dispatch destination selection screen 100 (FIG. 17A) is displayed on the display 26.

[0259] 22A is a diagram illustrating an example of an expedition top screen 90 when an expedition is completed. As shown in FIG. 22A, when there is an expedition game for which rewards have not been received or an expedition game in progress, a representative character 100a is displayed in the expedition level selection operation section 91 corresponding to the level to which the dispatch destination belongs.

[0260] FIG. 22A shows a case where "dispatch destination A-1" and "dispatch destination A-2" have been completed. When the player operates the collective tour completion operation unit 95, a collective tour completion screen 270 (FIG. 22B) is displayed on the display 26. When there is one or more tour games for which the reward has not been received, the tour PT selection operation unit 94 or the collective tour completion operation unit 95 may display an identification display indicating that there is one or more tour games for which the reward has not been received. Specifically, the identification display may display a number indicating the number of tour games for which the reward has not been received. Alternatively, specifically, the identification display may display a symbol indicating that there are tour games for which the reward has not been received.

[0261] As described above, when the player operates the collective tour completion operation unit 95, a collective tour completion screen 270 (FIG. 22B) is displayed on the display 26. FIG. 22B is a diagram illustrating an example of the collective tour completion screen 270. As shown in FIG. 22B, the collective tour completion screen 270 displays a list of rewards earned at all dispatch destinations where the tour game has been completed after the required time has elapsed and the rewards have not yet been received.

[0262] In addition, when the collective expedition completion screen 270 is displayed, the player can complete the receipt of the rewards acquired at these dispatch destinations. FIG. 22B shows a case where the rewards acquired by completing "Dispatch destination A-1" and "Dispatch destination A-2" are displayed in a list.

[0263] 22B, the collective expedition completion screen 270 displays a non-re-dispatch operation section 271 marked with "Do not re-dispatch" and a re-dispatch operation section 272 marked with "Re-dispatch." When the player taps the non-re-dispatch operation section 271, the display of the expedition completion screen 250 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26. That is, since the player has received the rewards acquired by completing "Dispatch destinations A-1" and "A-2," the representative character 100a (FIG. 22A) is hidden.

[0264] Furthermore, when the player operates the re-dispatch operation unit 272, a re-dispatch screen 280 (FIG. 23) for re-dispatching a party with the same composition to the same dispatch destination is displayed on the display 26.

[0265] Fig. 23 is a diagram illustrating an example of a re-dispatch screen 280. As shown in Fig. 23, a dispatch destination display section 281 is displayed for each type of dispatch destination on the re-dispatch screen 280. The dispatch destination display section 281 displays the type of dispatch destination and the play conditions (required fighting strength, maximum number of people, required time) corresponding to the type of dispatch destination.

[0266] 23, a party display section 282 is displayed in the dispatch destination display section 281. Ally characters of the same composition as the party previously dispatched to the dispatch destination are displayed in the party display section 282. Note that the party display section 282 may display at least a portion of all ally characters that make up the party.

[0267] 23, a check box 283 is displayed in the dispatch destination display section 281. The player can switch between the presence and absence of re-dispatch to the dispatch destination of the type corresponding to the check box 283 by operating the check box 283.

[0268] In addition, in this embodiment, the repeat dispatch function can be used on the re-dispatch screen 280. Note that, in this embodiment, a case is shown in which the repeat dispatch function can be used on the re-dispatch screen 280, but the time reduction function cannot be used. However, this is not limited to this, and both the repeat dispatch function and the time reduction function may be used on the re-dispatch screen 280.

[0269] As shown in FIG. 23, the dispatch destination display section 281 displays a number of repeated dispatches display section 284, a number of repeated dispatches increase operation section 284a, and a number of repeated dispatches decrease operation section 284b.

[0270] The number of dispatches being set is displayed in the repeat dispatch count display unit 284. When the player operates the repeat dispatch count increase operation unit 284a, the number of dispatches is increased by one, and the display in the repeat dispatch count display unit 284 is updated. When the player operates the repeat dispatch count decrease operation unit 284b, the number of dispatches is decreased by one, and the display in the repeat dispatch count display unit 284 is updated. In this embodiment, the minimum value of the number of dispatches displayed in the repeat dispatch count display unit 284 is one.

[0271] 23, the re-dispatch screen 280 displays a cancel operation section 285 marked "Cancel" and a dispatch operation section 286 marked "Dispatch." When the player operates the cancel operation section 285, the content displayed on the re-dispatch screen 280 immediately before the operation is discarded. Furthermore, the display of the re-dispatch screen 280 ends, and the collective expedition completion screen 270 (FIG. 22B) immediately before the re-dispatch operation section 272 (FIG. 22B) is operated is displayed on the display 26.

[0272] When the player operates the dispatch operation unit 286, the expedition game starts. Then, the expedition start production screen 200 (FIG. 16B) is displayed on the display 26 for a predetermined time, and the start of the expedition game is announced. When the predetermined time has elapsed, the display of the expedition start production screen 200 (FIG. 16B) on the display 26 ends, and the expedition top screen 90 (FIG. 22A) is displayed on the display 26.

[0273] As described above, in this embodiment, it is possible to dispatch a party to each of a plurality of dispatch destinations. Specifically, it is possible to dispatch a party to each of a plurality of dispatch destinations by repeatedly performing a series of operations, including selecting a desired dispatch destination on the dispatch destination selection screen 100 (FIG. 7B), organizing a party on the organization screen 170 (FIGS. 13A and 13B), and operating the dispatch operation unit 177. However, with the above method, when dispatching a party to each of a large number of dispatch destinations, the player's operations become cumbersome, and there is a risk of reducing convenience for the player.

[0274] Therefore, in this embodiment, a collective expedition function is provided as a function for facilitating dispatching a party to each of a plurality of dispatch destinations. A collective expedition selection operation section 93 is displayed at the top of the expedition top screen 90 (FIG. 7A). When the player operates the collective expedition selection operation section 93, a collective expedition screen 290 (FIG. 24A) for using the collective expedition function is displayed on the display 26.

[0275] Fig. 24A is a first diagram illustrating an example of the collective expedition screen 290. Fig. 24B is a second diagram illustrating an example of the collective expedition screen 290. As shown in Fig. 24A, one or more dispatch destination display sections 291 corresponding to the types of dispatch destinations are displayed in the center of the collective expedition screen 290. In the initial state, dispatch destination display sections 291 corresponding to all types of dispatch destinations are displayed on the collective expedition screen 290.

[0276] In addition, in the dispatch destination display section 291, the player can organize the party to be dispatched to each dispatch destination. In addition, in the dispatch destination display section 291, a manual organization operation section 292 marked "manual organization" and an automatic organization operation section 293 marked "automatic organization" are displayed. When the player operates the manual organization operation section 292, a organization screen for collective expedition (not shown) is displayed on the display 26. In the organization screen for collective expedition (not shown), it is possible to set the organization of the party based on the operation of the player. The display contents and functions of the organization screen for collective expedition (not shown) can be the same as those of the organization screen 170.

[0277] In addition, when the player operates the automatic formation operation unit 293, the automatic formation function (first automatic formation function or second automatic formation function) of the type set by the player on the above-mentioned automatic formation setting screen 160 (Figures 12A and 12B) is used, and a party is automatically formed.

[0278] In addition, the dispatch destination display section 291 is provided with a special item drop target display section 294. When a party is organized in the above manner, ally characters set as special item drop targets capable of acquiring special items are displayed in the special item drop target display section 294, as shown in FIG.

[0279] In this embodiment, the repeat dispatch function can be used on the collective expedition screen 290. As shown in Fig. 24A, the dispatch destination display section 291 displays a repeat dispatch count display section 295, a repeat dispatch count increase operation section 295a, and a repeat dispatch count decrease operation section 295b.

[0280] The number of dispatches being set is displayed in the repeat dispatch count display unit 295. When the player operates the repeat dispatch count increase operation unit 295a, the number of dispatches is increased by one, and the display in the repeat dispatch count display unit 295 is updated. When the player operates the repeat dispatch count decrease operation unit 295b, the number of dispatches is decreased by one, and the display in the repeat dispatch count display unit 295 is updated. In this embodiment, the minimum value of the number of dispatches displayed in the repeat dispatch count display unit 295 is one.

[0281] In this embodiment, a time reduction function can be used on the collective expedition screen 290. As shown in Fig. 24A, a time reduction operation section 296 labeled "Time reduction" is displayed on the dispatch destination display section 291.

[0282] When the player taps the time saving operation unit 296, a time saving screen (not shown) for collective tours is displayed on the display 26. On the time saving screen (not shown) for collective tours, detailed settings of the time saving function can be made based on the player's operation. The display contents and functions of the time saving screen (not shown) for collective tours can be the same as those of the time saving screen 180.

[0283] 24A, a clear operation section 297 marked "clear" is displayed in the dispatch destination display section 291. When the player operates the clear operation section 297, the composition contents of the dispatch destination of the type corresponding to the operated clear operation section 297 are discarded. Also, the ally characters displayed in the special drop item target display section 294 are hidden.

[0284] 24A, a clear formation operation section 298 labeled "clear formation" is displayed on the collective expedition screen 290. When the player operates the clear formation operation section 298, the formation contents of all dispatch destinations displayed on the collective expedition screen 290 are discarded. Also, the ally characters displayed in the special drop item target display section 294 are hidden.

[0285] 24A, a check box 299 is displayed in the dispatch destination display section 291. The player can operate the check box 299 to switch between the presence and absence of dispatch to the dispatch destination of the type corresponding to the check box 299.

[0286] 24A, an all-check uncheck operation unit 300 labeled "uncheck all" is displayed on the collective tour screen 290. When the player operates the all-check uncheck operation unit 300, the checks in all check boxes 299 displayed on the collective tour screen 290 are unchecked.

[0287] 24A, the collective expedition screen 290 displays a priority setting operation unit 301 labeled "priority setting." When the player operates the priority setting operation unit 301, the above-mentioned priority setting screen 130 (FIG. 9B) is displayed on the display 26. When the priority is set on the priority setting screen 130, the display of the priority setting screen 130 ends, and the collective expedition screen 290 is displayed on the display 26.

[0288] As shown in FIG. 24A, the collective expedition screen 290 displays a first narrowing-down display operation section 302 for narrowing down the dispatch destination display section 291 displayed on the collective expedition screen 290.

[0289] When the player taps the first narrowing display operation unit 302, narrowing can be performed according to the type of dispatch destination. For example, narrowing display may be performed for each hierarchical level to which the dispatch destination belongs. In addition, for example, as types of dispatch destinations, a normal dispatch destination that the player can always select, and a first special dispatch destination and a second special dispatch destination that can be selected only when a preset appearance condition is met, as described above, may be provided. For example, the first special dispatch destination meets the appearance condition when a predetermined item is used, and the player can dispatch a party. In addition, when the second special dispatch destination completes the expedition game and receives a reward, a lottery is performed, and when the lottery is won, the appearance condition is met and the player can dispatch a party. In addition, it may be possible to switch between a case where only the normal dispatch destinations are narrowed down and displayed, a case where only the first special dispatch destination is narrowed down and displayed, and a case where only the second special dispatch destination is narrowed down and displayed.

[0290] As shown in FIG. 24A, the collective expedition screen 290 displays a second narrowing-down display operation section 303 for narrowing down the dispatch destination display section 291 displayed on the collective expedition screen 290.

[0291] By tapping the second narrowed-down display operation unit 303, the player can switch between a narrowed-down display that shows only dispatch destinations for which a check has been entered in the check box 299, and a display of all types of dispatch destinations regardless of whether or not the check box 299 is checked.

[0292] 24A, the collective expedition screen 290 displays a search tab 304. The search tab 304 displays a search operation section 304a labeled "Search" and three item selection fields 304b. When the player operates any of the item selection fields 304b, an item selection screen (not shown) is displayed on the display 26. In the item selection screen (not shown), the player can select up to three desired items (EX equipment or normal items).

[0293] Also, for example, when a campaign is implemented in an expedition game, only the dispatch destinations corresponding to the implemented campaign may be displayed. The campaign is implemented for a preset period (for example, 10 days). A predetermined icon indicating that the dispatch destination is the target of the campaign may be displayed in the dispatch destination display unit 291 of the dispatch destination that is the target of the campaign. The content of the campaign is not particularly limited. For example, a campaign may be a campaign that increases the required time to be shortened when the party exceeds the required fighting force, or a campaign that increases the reward given to the player when the expedition game is completed. For example, when multiple types of campaigns are being implemented at the same time, multiple icons corresponding to each campaign may be displayed in the dispatch destination display unit 291. Note that, if the above campaign is being implemented at the timing of starting the expedition game but has ended at the timing of completion, the campaign may be applied to the expedition game. Alternatively, if the above campaign is being implemented at the timing of starting the expedition game but has ended at the timing of completion, the campaign may be non-applied to the expedition game.

[0294] Then, on the item selection screen (not shown), the item selected by the player is displayed in the item selection field 304b. When the player operates the search operation unit 304a while an item is displayed in the item selection field 304b, the dispatch destination display units 291 corresponding to the dispatch destinations where the item displayed in the item selection field 304b can be acquired are displayed in a list on the expedition screen 290.

[0295] In this embodiment, the contents displayed on the collective expedition screen 290 are stored in association with a preset. As shown in FIG. 24A, a preset switching operation unit 305 is displayed at the top of the collective expedition screen 290. In this embodiment, a total of nine presets are prepared. When the player operates the preset switching operation unit 305, the collective expedition screen 290 with the contents stored in association with the operated preset is displayed on the display 26. This makes it possible to improve the convenience of the player.

[0296] 24A, a cancel operation unit 306 labeled “Cancel” is displayed on the collective tour screen 290. When the player operates the cancel operation unit 306, the display of the collective tour screen 290 ends, and the tour top screen 90 (FIG. 7A) is displayed on the display 26.

[0297] 24A and 24B, the collective expedition screen 290 displays a collective expedition operation section 307 labeled "Collective Expedition." As shown in FIG. 24A, when no check is entered in any of the check boxes 299 of the dispatch destination display section 291 displayed on the collective expedition screen 290, the collective expedition operation section 307 is displayed in an inoperable state. Also, when the fighting strength of the party organized in the dispatch destination display section 291 with a check entered in the check box 299 falls below the necessary fighting strength set for the corresponding dispatch destination, the collective expedition operation section 307 is displayed in an inoperable state.

[0298] On the other hand, when the fighting strength of the party organized in the dispatch destination display section 291 with a check entered in the check box 299 is equal to or greater than the necessary fighting strength set for the corresponding dispatch destination, the collective expedition operation section 307 is displayed in an operable state, as shown in Fig. 24B. Then, when the operable collective expedition operation section 307 is operated by the player, a collective expedition confirmation screen 310 (Fig. 25) is displayed on the display 26.

[0299] FIG. 25 is a diagram for explaining an example of the collective expedition confirmation screen 310. In the collective expedition confirmation screen 310, if the use of the time-saving function is set in the collective expedition screen 290, the player is notified that time-saving tickets and jewels will be consumed. In addition, in the collective expedition confirmation screen 310, various setting contents for each dispatch destination for which a check has been entered in the check field 299 of the collective expedition screen 290 are notified. Note that, if the use of the time-saving function is not set in the collective expedition screen 290, time-saving tickets and jewels are not consumed, and only various setting contents for each dispatch destination for which a check has been entered in the check field 299 of the collective expedition screen 290 are notified.

[0300] 25, a cancel operation unit 311 marked "Cancel" is displayed on the collective tour confirmation screen 310. When the player operates the cancel operation unit 311, the display of the collective tour confirmation screen 310 ends, and the collective tour screen 290 (FIG. 24B) immediately before the collective tour confirmation screen 310 is displayed is displayed on the display 26.

[0301] Also, as shown in FIG. 25, the collective expedition confirmation screen 310 displays a collective expedition operation section 312 marked "Collective Expedition". When the collective expedition operation section 312 is operated by the player, the expedition game starts. Then, the expedition start performance screen 200 (FIG. 16B) is displayed on the display 26 for a predetermined time, and the start of the expedition game is notified. The expedition start performance screen 200 displays the ally characters to be dispatched to the expedition. Specifically, for example, all the ally characters organized in the party, or a predetermined number of the ally characters organized in the party are displayed on the expedition start performance screen 200. For example, when the collective expedition function is used to dispatch the party to each of the five dispatch destinations, some or all of the ally characters belonging to the five parties are displayed on the expedition start performance screen 200. That is, it can be said that the more the number of dispatch destinations selected in the collective expedition function, the more the number of predetermined characters displayed on the expedition start performance screen 200.

[0302] Then, when the predetermined time has elapsed, the display of the expedition start production screen 200 on the display 26 ends.

[0303] Then, if the use of the time-saving function is set for the started expedition game, the time-saving effect screen 210 is displayed for a predetermined time on the display 26. If the use of the time-saving function is not set for the started expedition game, the expedition top screen 90 (FIG. 22A) is displayed on the display 26. When the predetermined time has elapsed, the display of the time-saving effect screen 210 on the display 26 ends. Then, the expedition top screen 90 (FIG. 22A) is displayed on the display 26.

[0304] In this way, the player can grasp the destinations where the desired item can be acquired simply by selecting the desired item and operating the search operation unit 304a. For each of the displayed destinations, the player can start the expedition game for the selected number of dispatches all at once for one or more destinations checked simply by organizing the party, selecting the number of dispatches, and checking the check box 299. This makes it easy to collect items and saves the player time.

[0305] As described above, when the player taps (operates) the expedition PT selection operation section 94 on the expedition top screen 90 (FIGS. 7A and 22A), the expedition party list screen 320 (FIG. 26A) is displayed on the display 26.

[0306] Fig. 26A is a diagram for explaining an example of an away party list screen 320. Fig. 26A shows a case where the remaining time until the "dispatch destination A-1" in the away game is completed is 2 hours, and "dispatch destination A-2" has been completed.

[0307] As shown in FIG. 26A, the away party list screen 320 displays a dispatch destination display section 321. The dispatch destination display section 321 displays the type of dispatch destination (here, "dispatch destination A-1" and "dispatch destination A-2"), whether or not an away game is being executed, and the remaining time required for the away game after execution has started. Specifically, the dispatch destination display section 321 corresponding to "dispatch destination A-1" displays that an away game is being executed (on expedition) and that the remaining time until completion is two hours. In addition, the dispatch destination display section 321 corresponding to "dispatch destination A-2" displays that the away game has been completed (expedition completed).

[0308] 26A, a party display section 322 is displayed in the dispatch destination display section 321. Ally characters of the same composition as the party previously dispatched to the dispatch destination are displayed in the party display section 322. Note that the party display section 322 may display at least a part of all ally characters that make up the party.

[0309] 26A, a withdraw operation unit 323 labeled "withdraw" is displayed in the dispatch destination display unit 321. The function when the withdraw operation unit 323 is operated by the player is the same as when the withdraw operation unit 105 (FIG. 18B) described above is operated, and therefore a description thereof will be omitted.

[0310] 26A, a time-saving operation unit 324 labeled "Time Saving" is displayed in the dispatch destination display unit 321. The function when the time-saving operation unit 324 is operated by the player is the same as when the above-described time-saving operation unit 104 (FIG. 17A) is operated, and therefore a description thereof will be omitted.

[0311] 26A, a result confirmation operation section 325 labeled "Result Confirmation" is displayed in the dispatch destination display section 321. The function when the result confirmation operation section 325 is operated by the player is the same as when the result confirmation operation section 107 (FIG. 20A) described above is operated, and therefore a description thereof will be omitted.

[0312] As shown in FIG. 26A, in this embodiment, the withdrawal operation unit 323 and the time-saving operation unit 324 are displayed only on the dispatch destination display unit 321 corresponding to the expedition game ("dispatch destination A-1") that is being executed (on expedition). That is, since there is no need to use the withdrawal function and the time-saving function for an expedition game that has been completed (expedition completed), the withdrawal operation unit 323 and the time-saving operation unit 324 are not displayed on the dispatch destination display unit 321 corresponding to the expedition game ("dispatch destination A-2") that has been completed (expedition completed). This makes it possible to reduce the risk of unnecessary operation units being displayed and the appearance being deteriorated.

[0313] In addition, in this embodiment, an additional dispatch function is provided. The additional dispatch function is a function that adds (adds) the number of dispatches to the number of dispatches set at the beginning of the execution of the expedition game after the start of the expedition game until the completion of the expedition game. This makes it possible to start the expedition game without operating any of the dispatch destination selection operation units 101 on the dispatch destination selection screen 100 (FIG. 7B) as described above to select the type of expedition game or organize a party, thereby improving the convenience of the player. Also, as described above, it is possible to add (add) the number of dispatches later on in the re-dispatch screen 260 earlier than when the repeat dispatch function is used after waiting for the completion of the expedition game, but in this case, it is necessary to wait for the completion of the expedition game once, so that the convenience of the player can be improved.

[0314] In this embodiment, the additional dispatch function can be used on the expedition party list screen 320. As shown in FIG. 26A, the additional dispatch count display section 326, the additional dispatch count increase operation section 326a, and the additional dispatch count decrease operation section 326b are displayed in the dispatch destination display section 321 corresponding to the expedition game ("dispatch destination A-1") that is being executed (on expedition). The additional dispatch count display section 326, the additional dispatch count increase operation section 326a, and the additional dispatch count decrease operation section 326b are not displayed in the dispatch destination display section 321 corresponding to the expedition game ("dispatch destination A-2") that has been completed (expedition completed).

[0315] The number of dispatches to be added is displayed in the additional dispatch count display section 326. When the player operates the additional dispatch count increase operation section 326a, the number of dispatches to be added is increased by one, and the display in the additional dispatch count display section 326 is updated. When the player operates the additional dispatch count decrease operation section 326b, the number of dispatches to be added is decreased by one, and the display in the additional dispatch count display section 326 is updated. In this embodiment, the minimum value of the number of dispatches displayed in the additional dispatch count display section 326 is one.

[0316] Further, in the dispatch destination display section 321 of the expeditionary party list screen 320, a round addition operation section 327 marked "Add round" and a close operation section 328 marked "Close" are displayed.

[0317] When the player operates the close operation unit 328, the content displayed on the expeditionary party list screen 320 immediately before the operation is discarded. In addition, the display of the expeditionary party list screen 320 ends, and the expedition top screen 90 (FIGS. 7A, 22A) immediately before the expeditionary PT selection operation unit 94 (FIGS. 7A, 22A) was operated is displayed on the display 26.

[0318] Furthermore, when the player operates the round addition operation unit 327, the number of dispatches is added (added) to the expedition game being executed. Then, a round addition completion screen 330 (FIG. 26B) notifying that the number of dispatches has been added (added) is displayed on the display 26. As described above, for example, if a limit is set such that the execution of one type of expedition game is up to 10 times per day, it is possible to add (add) the number of dispatches within the range of the upper limit.

[0319] Fig. 26B is a diagram showing an example of a lap addition completion screen 330. As shown in Fig. 26B, the lap addition completion screen 330 displays a message saying "The number of laps has been added" to notify that the number of dispatches has been added (added). Also, as shown in Fig. 26B, the lap addition completion screen 330 displays the type of dispatch destination to which the number of dispatches has been added (added), the number of dispatches that has been added (added), and the remaining time required after the number of dispatches has been added (added).

[0320] 26B, an OK operation section 331 marked with “OK” is displayed on the orbit addition completion screen 330. When the player operates the OK operation section 331, the display of the orbit addition completion screen 330 on the display 26 ends. Then, the away party list screen 320 is displayed on the display 26.

[0321] Next, the above-mentioned EX equipment according to this embodiment will be described. When an image of an ally character displayed on the ally character confirmation screen 50 shown in FIG. 3B is tapped, an ally character detail screen 340 corresponding to the tapped ally character is displayed on the display 26. FIG. 27A is a first diagram showing an example of the ally character detail screen 340. FIG. 27B is a second diagram showing an example of the ally character detail screen 340.

[0322] As shown in FIG. 27A, an enhancement item selection operation section 341 is displayed on the ally character detail screen 340. The enhancement item selection operation section 341 is provided with a plurality of operation sections that can be operated by the player. The enhancement item selection operation section 341 is provided with a normal equipment selection operation section 341a, a Lv enhancement selection operation section 341b, a skill enhancement selection operation section 341c, a star enhancement selection operation section 341d, and an EX equipment selection operation section 341e. Any one of the enhancement item selection operation sections 341 is selected, and the selected operation section is highlighted. FIG. 27A shows a case where the EX equipment selection operation section 341e is operated.

[0323] 27A, a detail display section 342 is displayed on the ally character detail screen 340. In the detail display section 342, a first operation section 342a labeled "Other than guild battle" and a second operation section 342b labeled "Guild battle" are displayed.

[0324] In this embodiment, EX equipment (EX equipment in the first setting slot) that is effective in battle games other than the above-mentioned guild battles, and EX equipment (EX equipment in the second setting slot) that is effective in battle games involving guild battles can be set separately.

[0325] Specifically, when the player operates the first operation unit 342a of the detail display unit 342, it is possible to set EX equipment (EX equipment in the first setting frame) that will be effective in battle games other than guild battles. In other words, in battle games other than guild battles, the various parameters of the ally character are not changed (strengthened) based on the EX equipment set in the second setting frame, but are changed (strengthened) based on the EX equipment set in the first setting frame.

[0326] Also, when the player operates the second operation unit 342b of the detail display unit 342, it is possible to set EX equipment (EX equipment in the second setting frame) that will be effective in the guild battle battle game. FIG. 27A shows a case where the first operation unit 342a is operated. That is, in the guild battle battle game, the various parameters of the ally character are not changed (strengthened) based on the EX equipment set in the first setting frame, but are changed (strengthened) based on the various EX equipment set in the second setting frame.

[0327] Fig. 28 is a diagram explaining the categories of EX equipment. In this embodiment, as shown in Fig. 28, EX equipment is broadly divided into three major categories: "Weapons", "Armor", and "Accessories". Furthermore, as shown in Fig. 28, each major category has multiple smaller categories of EX equipment.

[0328] Specifically, as shown in Figure 28, "Weapons" includes EX Equipment, which are classified into 10 subcategories: "One-handed sword," "Two-handed sword," "Dagger," "Spear," "Axe," "Bow," "Fist," "Shield," "Book," and "Staff."

[0329] In addition, "Armor" includes EX Equipment, which is divided into four sub-categories: "Clothes," "Armor," "White Robe," and "Black Robe."

[0330] Additionally, "Accessories" includes EX Equipment, which are divided into five sub-categories: "Rings," "Bracelets," "Necklaces," "Orbs," and "Earrings."

[0331] Each of the above small categories includes multiple types of EX equipment with different rarities and various statuses, that is, different types of EX equipment. Different types of EX equipment refer to equipment with different ID information associated with them. As will be described in detail later, the EX equipment included in each small category is classified into either normal EX equipment or special EX equipment. In other words, normal EX equipment and special EX equipment are different types and have different ID information associated with them.

[0332] In this embodiment, for each character type, i.e., for each character ID, one equippable EX equipment of a smaller category is preset for each larger category.

[0333] Specifically, for example, as shown in Fig. 28, it is set that "Character A" can equip EX equipment classified as "One-handed sword" as a "weapon", can equip EX equipment classified as "Clothing" as "Armor", and can equip EX equipment classified as "Ring" as an "accessory". In other words, it is set that "Character A" cannot equip EX equipment other than "One-handed sword" as a "weapon", cannot equip EX equipment other than "Clothing" as "Armor", and cannot equip EX equipment other than "Ring" as an "accessory".

[0334] Returning to FIG. 27A, the ally character detail screen 340 displays an image of an ally character, and a first display frame 343a corresponding to "weapon," a second display frame 343b corresponding to "armor," and a third display frame 343c corresponding to "accessory" are displayed around the image of the ally character.

[0335] 27A shows a case where an ally character is equipped with "EX Sword 1", which is a "one-handed sword", as the EX equipment of "weapon". In this case, as shown in FIG 27A, an icon image showing the EX equipment of the equipped "weapon" is displayed in the first display frame 343a.

[0336] Also, Fig. 27A shows a case where the ally character is not equipped with EX equipment of "armor" and "accessory". In this case, as shown in Fig. 27A, the second display frame 343b and the third display frame 343c show a mark indicated by "+" indicating that the EX equipment is not equipped.

[0337] 27A shows a case where the first display frame 343a is being operated by the player. In this case, the detailed display section 342 displays various information and various operation sections related to the EX equipment in the first display frame 343a.

[0338] Specifically, as shown in FIG. 27A, the detailed display section 342 displays information such as the name of the EX equipment in the first display frame 343a that is being equipped, and the various status and skill contents set for that EX equipment.

[0339] Also, as shown in FIG. 27A, the detailed display section 342 displays, as operation sections, a location of acquisition operation section 345a marked "Location of acquisition," an item operation section 345b marked "Item," an enhancement operation section 345c marked "Enhance," an upper limit release operation section 345d marked "Limit release," and an equipment change operation section 345e marked "Equipment change."

[0340] When the player operates the acquisition location operation section 345a, an acquisition location screen 540 (FIG. 39A) described later is displayed on the display 26. As will be described in detail later, the acquisition location screen 540 (FIG. 39A) displays the type of expedition game in which the EX equipment displayed in the details display section 342 can be acquired.

[0341] Furthermore, when the player operates the item operation unit 345b, an item list screen 500 (FIG. 36A) described later is displayed on the display 26. As will be described in detail later, on the item list screen 500 (FIG. 36A), it is possible to disassemble (sell) EX equipment based on the player's operation.

[0342] Furthermore, when the player operates the strengthening operation unit 345c, an EX equipment strengthening screen 460 (FIG. 34A) described later is displayed on the display 26. Details will be described later, but on the EX equipment strengthening screen 460 (FIG. 34A), it is possible to strengthen the EX equipment within a predetermined upper limit range by consuming a predetermined item based on the player's operation.

[0343] Furthermore, when the player operates the upper limit release operation section 345d, an EX equipment upper limit release screen 420 (FIG. 32A) described later is displayed on the display 26. Details will be described later, but on the EX equipment upper limit release screen 420 (FIG. 32A), it is possible to gradually release the upper limit when strengthening the EX equipment by consuming a predetermined item based on the player's operation.

[0344] Furthermore, when the player operates the equipment change operation section 345e, an EX equipment change screen 390 (FIG. 31A) described later is displayed on the display 26. Details will be described later, but on the EX equipment change screen 390 (FIG. 31A), it is possible to manually set the EX equipment to be equipped based on the player's operation (manual equipment function).

[0345] 27A, a skill details operation section 346 is displayed as an operation section in the detail display section 342. When the player operates the skill details operation section 346, a skill details screen (not shown) is displayed on the display 26. On the skill details screen, the player can check more detailed information about the skills (abilities) set in the equipped EX equipment displayed in the detail display section 342.

[0346] Also, as shown in Fig. 27A, an automatic equipment operation section 347 labeled "automatic equipment" is displayed on the ally character detail screen 340. When the automatic equipment operation section 347 is operated by the player, an automatic EX equipment setting screen 350 (Fig. 29A) described later is popped up on the display 26. The details will be described later, but on the automatic EX equipment setting screen 350 (Fig. 29A), it is possible to perform settings when using an automatic equipment function that automatically equips EX equipment.

[0347] FIG. 27B shows a case where the second display frame 343b is operated by the player. The second display frame 343b is not equipped with EX equipment. In this case, the detailed display section 342 displays a message stating "EX equipment (protective gear) is not equipped." In this case, the detailed display section 342 displays only the first operation section 342a, the second operation section 342b, the equipment change operation section 345e, and the acquisition method operation section 345f as operation sections, and the other operation sections (acquisition location operation section 345a, item operation section 345b, strengthening operation section 345c, upper limit release operation section 345d, and skill details operation section 346) are not displayed.

[0348] When the player operates the method-of-acquisition operation section 345f, a method-of-acquisition screen (not shown, but described later) pops up on the display 26.

[0349] Also, as mentioned above, in this embodiment, each EX equipment is classified into either normal EX equipment or special EX equipment. EX equipment classified into normal EX equipment can only be equipped for battle games other than guild battles. In other words, normal EX equipment can be set in the first setting frame described above.

[0350] In addition, EX equipment classified as special EX equipment can be equipped in both battle games other than guild battles and battle games that use guild battles. In other words, special EX equipment can be set in the first and second setting slots described above.

[0351] In addition, in this embodiment, the EX equipment classified as normal EX equipment is set to have a relatively larger added value for attack power, defense power, etc. than the EX equipment classified as special EX equipment. In other words, the EX equipment classified as normal EX equipment is relatively more advantageous to the player than the EX equipment classified as special EX equipment. Therefore, the player usually equips the EX equipment classified as normal EX equipment for battle games other than guild battles, and equips the EX equipment classified as special EX equipment for battle games of guild battles.

[0352] In addition, in this embodiment, when a guild battle battle game is executed using an ally character equipped with special EX equipment for a guild battle battle game, a use restriction state is set for the special EX equipment for a predetermined period of time. The special EX equipment for which a use restriction state is set is restricted from being equipped to another ally character and used in a guild battle battle game until the use restriction state is released.

[0353] On the other hand, special EX equipment with a usage restriction set will not be restricted from being equipped to other friendly characters and used in battle games other than guild battles, even until the usage restriction is lifted.

[0354] As described above, when the player operates the automatic equipment operation unit 347, the automatic EX equipment setting screen 350 (FIG. 29A) is popped up on the display 26. FIG. 29A is a diagram showing an example of the automatic EX equipment setting screen 350. As shown in FIG. 29A, the equipment setting screen 350 displays a priority status selection operation unit 351 for setting the status of the EX equipment to be prioritized when using the automatic equipment function for automatically equipping EX equipment.

[0355] When the priority status selection operation unit 351 is operated by the player, a priority status screen 360 (FIG. 29B) is popped up on the display 26. FIG. 29B is a diagram showing an example of the priority status screen 360. As shown in FIG. 29B, the priority status screen 360 allows the player to select a status item of the EX equipment to be prioritized when using the automatic equipment function. Specifically, in this embodiment, the status items of the EX equipment that are prioritized when using the automatic equipment function include "Rarity", which prioritizes EX equipment with a high rarity, "With Skills", which prioritizes equipment with many skills set to the EX equipment, "Physical Attack Power", which prioritizes equipment with a high physical attack power value set to the EX equipment, "Magic Attack Power", which prioritizes equipment with a high magical attack power value set to the EX equipment, "Physical Defense Power", which prioritizes equipment with a high physical defense value set to the EX equipment, "Magic Defense Power", which prioritizes equipment with a high magic defense power value set to the EX equipment, "HP", which prioritizes equipment with a high HP value set to the EX equipment, "Physical Critical", which prioritizes equipment with a high physical critical value set to the EX equipment, and "Magic Critical", which prioritizes equipment with a high magical critical value set to the EX equipment.

[0356] Also, as shown in FIG. 29B, a cancel operation section 361 marked with "Cancel" and an OK operation section 362 marked with "OK" are displayed on the priority status screen 360. When the player operates the cancel operation section 361, the content displayed on the priority status screen 360 immediately before the operation is discarded. Also, the display of the priority status screen 360 ends, and the automatic EX equipment setting screen 350 (FIG. 29A) immediately before the priority status selection operation section 351 (FIG. 29A) is operated is displayed on the display 26. Also, when the player operates the OK operation section 362, the content displayed on the priority status screen 360 immediately before the operation is set as the status item of the prioritized EX equipment.

[0357] As shown in FIG. 29A, the automatic EX equipment setting screen 350 displays priority status selection operation units 351a, 351b, and 351c for individually setting items to be prioritized for each category when using the automatic equipment function. When the player operates the priority status selection operation unit 351a, the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping the EX equipment of "weapon" can be individually set. When the player operates the priority status selection operation unit 351b, the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping the EX equipment of "armor" can be individually set. When the player operates the priority status selection operation unit 351a, the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping the EX equipment of "accessory" can be individually set.

[0358] When the player operates the priority status selection operation unit 351 to make the above-mentioned settings, the priority status selection operation units 351a, 351b, and 351c are displayed in a grayed-out state. This notifies the player that the settings displayed in the priority status selection operation unit 351 are valid. On the other hand, when the player operates at least one of the priority status selection operation units 351a, 351b, and 351c to make the above-mentioned settings, the priority status selection operation unit 351 is displayed in a grayed-out state. This notifies the player that the settings displayed in the priority status selection operation units 351a, 351b, and 351c are valid.

[0359] Also, as shown in FIG. 29A, the automatic EX equipment setting screen 350 displays a selection section 352 with the words "Select EX equipment equipped by other characters." When the automatic equipment function is used with the selection section 352 selected, it is determined that the ally character will be equipped with the EX equipment with the highest value of the set priority status item among the EX equipment that can be equipped, including the EX equipment equipped by other ally characters. When the automatic equipment function is used with the selection section 352 not selected, it is determined that the ally character will be equipped with the EX equipment with the highest value of the set priority status item among the EX equipment that can be equipped, excluding the EX equipment equipped by other ally characters.

[0360] 29A, a cancel operation section 353 marked "Cancel" and an OK operation section 354 marked "OK" are displayed on the automatic EX equipment setting screen 350. When the player operates the cancel operation section 353, the content displayed on the automatic EX equipment setting screen 350 immediately before the operation is discarded. Furthermore, the automatic EX equipment setting screen 350 is hidden, and the screen displayed on the display 26 immediately before the automatic EX equipment setting screen 350 is displayed is displayed.

[0361] In addition, when the player operates the OK operation unit 354, EX equipment to be equipped to the ally character is extracted based on the content displayed on the EX equipment setting screen 350 immediately before the operation. Then, based on the extraction result, the EX equipment confirmation screen 370 is popped up on the display 26.

[0362] Fig. 30A is a diagram showing an example of the automatic EX equipment confirmation screen 370. As shown in Fig. 30A, in the automatic EX equipment confirmation screen 370, the EX equipment to be equipped to the ally character extracted as described above is displayed by category.

[0363] In addition, the EX equipment confirmation screen 370 displays information such as the various status and skill contents set for each EX equipment.

[0364] 30A, a skill details operation section 371 is displayed on the automatic EX equipment confirmation screen 370. When the player operates the skill details operation section 371, a skill details screen (not shown) is displayed on the display 26. On the skill details screen, the player can check more detailed information about the skills (abilities) set for each EX equipment displayed on the automatic EX equipment confirmation screen 370.

[0365] 30A, an EX equipment replacement detail operation section 372 is displayed on the automatic EX equipment confirmation screen 370. When the player operates the EX equipment replacement detail operation section 372, an EX equipment replacement detail screen 380 is displayed as a pop-up on the display 26.

[0366] In addition, even if the EX equipment operation section 77x is tapped on the party selection screen 77, the automatic EX equipment setting screen 350 (FIG. 29A) is popped up on the display 26. Then, when the OK operation section 354 of the automatic EX equipment setting screen 350 is operated by the player, EX equipment to be equipped for each of the ally characters displayed in the selected ally character display area 78 is extracted. Then, based on the extraction result, the automatic EX equipment confirmation screen 370 is popped up on the display 26. In this case, on the automatic EX equipment confirmation screen 370, the EX equipment to be equipped to the extracted ally characters is displayed by category for each of the ally characters displayed in the selected ally character display area 78.

[0367] Fig. 30B is a diagram showing an example of the EX equipment exchange details screen 380. As shown in Fig. 30B, the EX equipment exchange details screen 380 displays information such as the contents of various statuses and skills set for the EX equipment currently being equipped and the EX equipment to be equipped. This allows the player to compare and consider the contents of various statuses and skills set for the EX equipment currently being equipped and the EX equipment to be equipped.

[0368] 30B, a close operation section 381 labeled “Close” is displayed on the EX equipment replacement detail screen 380. When the player operates the close operation section 381, the display of the EX equipment replacement detail screen 380 ends, and the automatic EX equipment confirmation screen 370 is displayed on the display 26.

[0369] 30A, a cancel operation section 373 marked with "Cancel" and an OK operation section 374 marked with "OK" are displayed on the automatic EX equipment confirmation screen 370. When the player operates the cancel operation section 373, the display of the automatic EX equipment confirmation screen 370 ends, and the priority status screen 360 is displayed on the display 26.

[0370] Also, when the OK operation section 374 is operated by the player, the automatic equipment function is used based on the content displayed on the EX equipment confirmation screen 370 immediately before the operation, and the EX equipment is equipped to the ally character. Then, the ally character detail screen 340 (FIG. 27A) for the ally character in a state equipped with the EX equipment, which has been changed based on the use of this automatic equipment function, is displayed on the display 26. Thus, in this embodiment, by providing the automatic equipment function, the burden on the player is reduced compared to when using the manual equipment function in which the player decides the type of EX equipment to be equipped. In other words, the number of times the player performs various operations when setting the EX equipment is reduced compared to when the manual equipment function is used. This makes it possible to improve the convenience of the player.

[0371] Also, as described above, when the player operates the equipment change operation section 345e of the ally character detail screen 340 (FIG. 27A), the EX equipment change screen 390 is popped up on the display 26. FIG. 31A is a diagram showing an example of the EX equipment change screen 390. As shown in FIG. 31A, on the EX equipment change screen 390, it is possible to manually set the EX equipment to be equipped based on the player's operation.

[0372] As shown in FIG. 31A, the EX equipment change screen 390 displays a first display frame 391a corresponding to "weapon," a second display frame 391b corresponding to "protective gear," and a third display frame 391c corresponding to "accessory."

[0373] In Fig. 31A, a case is shown in which an ally character is equipped with "EX Sword 1", which is a "one-handed sword", as the EX equipment of "weapon". In this case, as shown in Fig. 31A, an icon image showing the EX equipment of the equipped "weapon" is displayed in the first display frame 391a.

[0374] Also, Fig. 31A shows a case where the first display frame 391a is being operated by the player. In this case, as shown in Fig. 31A, a detailed display section 393 corresponding to the display frame being operated is displayed. In the detailed display section 393, icons 394 indicating EX equipment that can be equipped to an ally character among the EX equipment of the category corresponding to the display frame being operated are displayed in a list.

[0375] As shown in FIG. 31A, the message "equipped" is displayed on the icon 394 corresponding to the EX equipment currently equipped to an ally character.

[0376] Also, as shown in FIG. 31A, icon 394 corresponding to EX Equipment equipped to another ally character displays a message stating "In use," and also displays a notification image showing the other ally character that is equipped with that EX Equipment.

[0377] Then, when the player operates any of the icons 394 displayed in the detail display portion 393, the operated EX equipment is provisionally selected as the EX equipment to be equipped.

[0378] 31A, the EX equipment change screen 390 displays information such as the various status and skill contents set for the EX equipment currently being equipped and the EX equipment to be equipped. This allows the player to compare and consider the various status and skill contents set for the EX equipment currently being equipped and the EX equipment to be equipped.

[0379] 31A, a skill details operation section 395 is displayed on the EX equipment change screen 390. When the player operates the skill details operation section 395, a skill details screen (not shown) is displayed on the display 26. On the skill details screen, the player can check more detailed information on the set skills (abilities) for the EX equipment being equipped and the EX equipment to be equipped displayed on the EX equipment change screen 390.

[0380] Similarly, the player can make a provisional selection of the EX equipment to be equipped for "Armor" by operating the second display frame 391b corresponding to "Armor". Also, the player can make a provisional selection of the EX equipment to be equipped for "Accessory" by operating the third display frame 391c corresponding to "Accessory".

[0381] Furthermore, as shown in FIG. 31A, a close operation section 396 marked "Close" and an equipment operation section 397 marked "Equip" are displayed on the EX equipment change screen 390.

[0382] When the player operates the close operation unit 396, the display of the EX equipment change screen 390 ends. At this time, if a tentative selection of EX equipment to be equipped has been made, an EX equipment reset confirmation screen 400 shown in FIG. 31B pops up on the display 26. FIG. 31B is a diagram showing an example of the EX equipment reset confirmation screen 400. As shown in FIG. 31B, the EX equipment reset confirmation screen 400 displays a confirmation message stating "Return without changing EX equipment. Are you sure?"

[0383] Furthermore, as shown in FIG. 31B, the EX equipment reset confirmation screen 400 displays a cancel operation section 401 marked "Cancel" and an OK operation section 402 marked "OK."

[0384] When the cancel operation unit 401 on the EX equipment reset confirmation screen 400 is operated by the player, the display of the EX equipment reset confirmation screen 400 ends, and the EX equipment change screen 390 is again displayed on the display 26 with the content that was displayed on the EX equipment change screen 390 immediately before the close operation unit 396 on the EX equipment change screen 390 was operated.

[0385] On the other hand, when the OK operation section 402 on the EX equipment reset confirmation screen 400 is operated, the content that was displayed on the EX equipment change screen 390 immediately before the close operation section 396 on the EX equipment change screen 390 was operated is discarded.

[0386] Returning to FIG. 31A, when the equipment operation section 397 of the EX equipment change screen 390 is operated by the player, the EX equipment is equipped to the ally character based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation section 397 was operated. At this time, if the EX equipment being equipped to another ally character is provisionally selected as the EX equipment to be equipped, an EX exchange confirmation screen 410 shown in FIG. 31C is popped up on the display 26. FIG. 31C is a diagram showing an example of the EX exchange confirmation screen 410. As shown in FIG. 31C, the EX exchange confirmation screen 410 displays a confirmation message saying "EX equipment will be exchanged. Are you sure?"

[0387] Also, as shown in FIG. 31C, the EX exchange confirmation screen 410 displays the contents of the EX equipment to be exchanged, the ally character whose EX equipment is to be exchanged, and information about other ally characters.

[0388] Furthermore, as shown in FIG. 31C, EX replacement confirmation screen 410 displays cancel operation section 411 marked "Cancel" and OK operation section 412 marked "OK."

[0389] When the cancel operation unit 411 on the EX replacement confirmation screen 410 is operated by the player, the display of the EX replacement confirmation screen 410 ends, and the EX equipment change screen 390 is again displayed on the display 26 with the content that was displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 on the EX equipment change screen 390 was operated.

[0390] On the other hand, when the OK operation section 412 on the EX exchange confirmation screen 410 is operated, the EX equipment is equipped to the ally character based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation section 397 on the EX equipment change screen 390 is operated.

[0391] Also, as described above, when the player operates the upper limit release operation section 345d of the ally character detail screen 340 (FIG. 27A), the EX equipment upper limit release screen 420 is popped up on the display 26. FIG. 32A is a diagram showing an example of the EX equipment upper limit release screen 420. As shown in FIG. 32A, on the EX equipment upper limit release screen 420, it is possible to gradually release the upper limit when strengthening the EX equipment by consuming a predetermined item based on the player's operation.

[0392] FIG. 32B is a diagram for explaining the strengthening and upper limit release of EX equipment. As described above, the player can perform upper limit release and strengthening for each EX equipment. In this embodiment, the number of times (stages) that the EX equipment can be strengthened is limited to the same number as the rarity of the EX equipment, that is, the number of stars. Specifically, when the rarity of the EX equipment is 3 stars, the number of times (stages) that the equipment can be strengthened is limited to 3 times. Similarly, when the rarity of the EX equipment is 4 stars, the number of times (stages) that the equipment can be strengthened is limited to 4 times, and when the rarity of the EX equipment is 5 stars, the number of times (stages) that the equipment can be strengthened is limited to 5 times. In this embodiment, by strengthening the EX equipment, various parameters of the EX equipment are increased and preset skills are increased. On the other hand, by merely performing upper limit release of the EX equipment, the number of times (stages) that the equipment can be strengthened increases, but the various parameters of the EX equipment are not increased. Then, by equipping an ally character with the strengthened EX equipment, the fighting power of the ally character in the battle game can be further increased. In other words, by strengthening EX equipment, it is possible to increase the above-mentioned added values ​​for attack power, defense power, etc.

[0393] In this embodiment, the status of the upper limit break and the strengthening are displayed for each EX equipment. Specifically, as shown in FIG. 32B, the status of the upper limit break is indicated by the number of stars, and the status of the strengthening is indicated by the number of colored stars.

[0394] For example, if the initial rarity of the EX equipment is 3 stars and it has not yet been unlocked or enhanced, 3 colorless stars will be displayed. In this case, the total number of stars displayed is 3, which indicates that the rarity of the EX equipment is 3 stars. Also, the number of colored stars is 0, which indicates that the EX equipment has not yet been enhanced.

[0395] Also, if the equipment has been uncapped once and upgraded twice, two colored stars and two colorless stars will be displayed. In this case, the total number of stars displayed is four, indicating that the EX equipment is four-star rarity. Also, the two colored stars indicate that the EX equipment has been upgraded twice.

[0396] Also, if the equipment has been uncapped twice and upgraded three times, three colored stars and two colorless stars will be displayed. In this case, the total number of stars displayed is five, indicating that the EX equipment is five-star rarity. Also, the three colored stars indicate that the EX equipment has been upgraded three times.

[0397] Also, if the equipment has been uncapped twice and upgraded five times, five colored stars will be displayed. In this case, the total number of stars displayed is five, which indicates that the EX equipment is five-star rarity. Also, the number of colored stars is five, which indicates that the EX equipment has been upgraded five times.

[0398] In addition, the color of the star indicating the initial rarity and the color of the star indicating the increased rarity due to the upper limit release may be different colors so that the player can distinguish them.

[0399] As described above, in order to break the upper limit, it is necessary to consume a specific item. Specifically, in this embodiment, it is possible to break the upper limit once by consuming the same type of EX equipment as the EX equipment to be broken and a specific amount of in-game currency.

[0400] In this embodiment, the points required for breaking the upper limit are displayed so that the amount of materials (same type of EX equipment) required for breaking the upper limit can be easily understood. In this embodiment, 1 point is required to break the upper limit of EX equipment with a rarity of 3 stars, and 2 points are required to break the upper limit of EX equipment with a rarity of 4 stars. Also, as shown in FIG. 32A, EX equipment with a rarity of 3 stars is distinguished as 1 point, EX equipment with a rarity of 4 stars is distinguished as 2 points, and EX equipment with a rarity of 5 stars is distinguished as 8 points.

[0401] For example, in the case shown in Figure 32A, for a certain EX equipment with a rarity of 3 stars, one EX equipment of the same type with a rarity of 3 stars or higher and a certain amount of in-game currency (mana) can be consumed to perform one limit break. Note that if the same EX equipment with a rarity of 4 stars or higher is consumed, two or more points will be consumed for limit break that requires one point, so the item (EX equipment) corresponding to the surplus points will be returned.

[0402] As shown in FIG. 32A, the EX equipment upper limit release screen 420 displays a list display section 421 in which icons 421a indicating the same type of EX equipment as the target EX equipment for which upper limit release is to be performed are displayed in a list.

[0403] In addition, the required amount of upper limit break points (here, 1 point) indicating the amount of material (same type of EX equipment) required to perform the upper limit break is displayed on the EX equipment upper limit break screen 420. Then, when the player operates the icon 421a, the EX equipment corresponding to the operated icon 421a is provisionally selected as the material for performing the upper limit break.

[0404] Furthermore, the EX equipment upper limit release screen 420 displays the amount of in-game currency required to perform the upper limit release and the amount of in-game currency possessed by the player.

[0405] Furthermore, when the player presses and holds the icon 421a, an item details screen 430 shown in Fig. 32C pops up on the display 26. As shown in Fig. 32C, the item details screen displays details of various statuses of the EX equipment and a list of ally characters that can equip the EX equipment.

[0406] When the close operation unit 431 of the item details screen 430 is operated by the player, the display of the item details screen 430 ends, and the EX equipment upper limit release screen 420 is displayed on the display 26.

[0407] Returning to Fig. 32A, when the player operates the upper limit release operation section 424 of the EX equipment upper limit release screen 420 while the icon 421a is being operated so that the required upper limit release points are reached or exceeded on the EX equipment upper limit release screen 420, the EX equipment upper limit release confirmation screen 440 shown in Fig. 33A is popped up. On the other hand, when the player operates the cancel operation section 423 of the EX equipment upper limit release screen 420, the upper limit release is not performed and the display of the EX equipment upper limit release screen 420 ends.

[0408] FIG. 33A is a diagram showing an EX equipment upper limit release confirmation screen 440. As shown in FIG. 33A, on the EX equipment upper limit release confirmation screen 440, the EX equipment corresponding to the icon 421a selected (provisionally selected) by the player on the EX equipment upper limit release screen 420 (FIG. 32A) is notified as a consumable item. Also, if there is an item to be returned, a returned item (EX equipment) is notified. As described above, for example, when two or more points are consumed for an upper limit release that requires one point, the EX equipment corresponding to the surplus points will be returned.

[0409] Then, when the OK operation section 441 of the EX equipment upper limit release confirmation screen 440 is operated by the player, the upper limit release is executed and the display of the EX equipment upper limit release confirmation screen 440 ends. If there is a return item, the equipment strengthening item return screen 450 shown in FIG. 33B pops up on the display 26. On the other hand, if there is no return item, the equipment strengthening item return screen 450 is not displayed, and the EX equipment upper limit release screen 420 is displayed again on the display 26. At this time, the EX equipment upper limit release screen 420 displays a message informing the player that the upper limit release has been performed. Although the above describes a case where the upper limit release of the EX equipment is performed once, it is also possible to perform multiple upper limit releases at once.

[0410] Fig. 33B is a diagram showing an example of the equipment strengthening item return screen 450. As shown in Fig. 33B, the equipment strengthening item return screen 450 displays a list of return items. Furthermore, when the player operates the OK operation section 451 on the equipment strengthening item return screen 450, the display of the equipment strengthening item return screen 450 ends, and the EX equipment upper limit release screen 420 is displayed again on the display 26. At this time, the EX equipment upper limit release screen 420 displays a message informing the player that the upper limit release has been performed.

[0411] Also, as described above, when the strengthening operation section 345c of the ally character details screen 340 (FIG. 27A) is operated by the player, the EX equipment strengthening screen 460 is popped up on the display 26. FIG. 34A is a diagram showing an example of the EX equipment strengthening screen 460. As shown in FIG. 34A, in the EX equipment strengthening screen 460, it is possible to strengthen the EX equipment within a predetermined upper limit range by consuming a predetermined item based on the player's operation. In this embodiment, specifically, it is possible to strengthen the EX equipment once by consuming a predetermined strengthening point and in-game currency (mana). As described above, in this embodiment, by strengthening the EX equipment, various parameters of the EX equipment increase and a preset skill increases. Then, by equipping the strengthened EX equipment to the ally character, the fighting power of the ally character in the battle game can be further increased. That is, by strengthening the EX equipment, it is possible to increase the value of the above-mentioned added value for the attack power, defense power, etc.

[0412] Enhancement points are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. In addition, it is possible to enhance EX equipment by consuming EX equipment owned by the player instead of enhancement points. When consuming EX equipment owned by the player instead of enhancement points, enhancement points are set according to a conversion rate according to the rarity and enhancement status of the EX equipment consumed. In this embodiment, it is also possible to enhance EX equipment by combining the consumption of enhancement points and the consumption of EX equipment.

[0413] FIG. 34A shows a case where a specified EX equipment with a rarity of 3 stars and not yet enhanced is enhanced. In this case, the EX equipment can be enhanced once by consuming 280 enhancement points. For example, if more than 280 enhancement points are consumed for one enhancement that requires 280 enhancement points, the surplus points will be returned as return items such as enhancement points and a specified in-game currency.

[0414] For example, if a return item occurs when enhancing EX equipment classified as a "weapon," enhancement points and weapon coins will be returned. Weapon coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can purchase a specific EX equipment classified as a "weapon" by spending weapon coins that they possess.

[0415] Also, for example, when strengthening EX equipment classified as "armor", if a return item is generated, strengthening points and armor coins will be returned. Armor coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can purchase a specific EX equipment classified as "armor" by spending armor coins that they have.

[0416] Also, for example, when strengthening EX equipment classified as "accessory", if a return item occurs, strengthening points and accessory coins will be returned. Accessory coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can spend accessory coins that they have to purchase a specific EX equipment classified as "accessory".

[0417] As shown in Fig. 34A, the EX equipment strengthening screen 460 displays a list display section 461. As shown in Fig. 34A, the list display section 461 displays a first icon 461a for setting the number of strengthening points to be consumed for strengthening the EX equipment, and a plurality of second icons 461b indicating EX equipment that can be consumed instead of strengthening points.

[0418] Furthermore, the amount of reinforcement points required for one reinforcement (here, 280 points) is displayed on the EX equipment reinforcement screen 460. Furthermore, when the player operates the first icon 461a, a used reinforcement point setting screen 470 shown in Fig. 34B is popped up on the display 26. Furthermore, when the player operates the second icon 461b, the EX equipment corresponding to the operated second icon 461b is provisionally selected as a material for reinforcement.

[0419] Figure 34B is a diagram showing an example of a used enhancement point setting screen 470. As shown in Figure 34B, the used enhancement point setting screen 470 displays the required amount of enhancement points required for one enhancement (here, 280 points) and the total amount of enhancement points owned by the player.

[0420] Also, as shown in FIG. 34B, the use enhancement point setting screen 470 displays a use enhancement point display section 471, a use enhancement point increase operation section 471a, a use enhancement point decrease operation section 471b, a reset operation section 471c, and a MAX operation section 471d.

[0421] The enhancement points to be used that are being set are displayed in the enhancement point use display section 471. When the player operates the enhancement point increase operation section 471a, the enhancement points to be used that are being set are increased by 1, and the display in the enhancement point use display section 471 is updated. When the player operates the enhancement point decrease operation section 471b, the enhancement points to be used that are being set are decreased by 1, and the display in the enhancement point use display section 471 is updated. When the player operates the reset operation section 471c, the enhancement points to be used that are being set are reset to 0, and the display in the enhancement point use display section 471 is updated. When the player operates the MAX operation section 471d, the enhancement points to be used that are being set are updated to the required amount of enhancement points required for one enhancement (here, 280 points), and the display in the enhancement point use display section 471 is updated.

[0422] 34B, a cancel operation section 472 marked "Cancel" and an OK operation section 473 marked "OK" are displayed on the used enhancement point setting screen 470. When the player operates the cancel operation section 472, the content displayed on the used enhancement point setting screen 470 immediately before the operation is discarded. Furthermore, the display of the used enhancement point setting screen 470 ends, and the EX equipment enhancement screen 460 (FIG. 34A) immediately before the first icon 461a (FIG. 34A) was operated is displayed on the display 26.

[0423] Furthermore, when the player operates the OK operation unit 473, it is provisionally selected to use the number of enhancement points displayed in the used enhancement point display unit 471 immediately before the operation. Then, the display of the used enhancement point setting screen 470 ends, the EX equipment enhancement screen 460 (FIG. 34A) is displayed on the display 26, and the number of points displayed in the first icon 461a (FIG. 34A) is updated to the number of enhancement points displayed in the used enhancement point display unit 471.

[0424] Returning to Fig. 34A, when the player operates the strengthening operation unit 462 of the EX equipment strengthening screen 460 in a state in which the strengthening points or EX equipment to be consumed are provisionally selected so as to be equal to or greater than the strengthening points required for one strengthening on the EX equipment strengthening screen 460, an EX equipment strengthening confirmation screen 480 shown in Fig. 34C is popped up on the display 26. On the other hand, when the player operates the cancel operation unit 463 of the EX equipment strengthening screen 460, the EX equipment is not strengthened and the display of the EX equipment strengthening screen 460 ends.

[0425] Fig. 34C is a diagram showing the EX equipment strengthening confirmation screen 480. As shown in Fig. 34C, the EX equipment strengthening confirmation screen 480 notifies the player of the strengthening points or EX equipment to be consumed that was selected (provisionally selected) by the player on the EX equipment strengthening screen 460 (Fig. 34A) as a consumable item. Also, if an item is to be returned, the returned item is notified. Here, a case is shown in which 1 strengthening point and 100 weapon coins are returned.

[0426] Then, when the OK operation section 482 on the EX equipment strengthening confirmation screen 480 is operated by the player, the strengthening of the EX equipment is executed, and the display of the EX equipment strengthening confirmation screen 480 ends. If there is a return item, a return screen (not shown) is displayed on the display 26. On the other hand, if there is no return item, the return screen is not displayed, and the EX equipment strengthening screen 460 is displayed again on the display 26. At this time, a message is displayed on the EX equipment strengthening screen 460 to inform the player that one strengthening has been performed on the EX equipment. Note that, although the above describes a case where one strengthening is performed on the EX equipment, it is also possible to perform multiple strengthenings at once.

[0427] In addition, in this embodiment, an automatic strengthening function is provided that automatically sets the strengthening points and EX equipment required to strengthen the EX equipment. The automatic strengthening function can be used by the player operating the automatic strengthening operation section 464 of the EX equipment strengthening screen 460. That is, when the player taps the automatic strengthening operation section 464, the EX equipment strengthening confirmation screen 480 is immediately displayed on the display 26. This makes it possible to improve the convenience of the player. In this embodiment, by providing the automatic strengthening function, the number of times the player performs various operations is reduced when the automatic strengthening function is used compared to when the player manually sets the strengthening points and the contents of the EX equipment required to strengthen the EX equipment. This makes it possible to improve the convenience of the player.

[0428] In this embodiment, the automatic strengthening function can be set. When the automatic strengthening setting operation section 465 of the EX equipment strengthening screen 460 is operated by the player, an automatic strengthening setting screen 490 shown in FIG.

[0429] Fig. 35 is a diagram showing an example of the automatic strengthening setting screen 490. As shown in Fig. 35, in the automatic strengthening setting screen 490, in order to strengthen EX equipment, it is possible to select whether to prioritize consuming strengthening points or to prioritize consuming EX equipment.

[0430] Also, as shown in FIG. 35, when EX equipment is consumed to enhance the EX equipment, consumable EX equipment can be set. In this embodiment, as shown in FIG. 35, the player can set the desired setting from among the rarity of the consumable EX equipment, the type of the consumable EX equipment, the large category of the consumable EX equipment, and the small category of the consumable EX equipment. This makes it possible to prevent the EX equipment from being consumed against the player's intention in order to enhance the EX equipment. For example, it is possible to avoid a situation in which the EX equipment with high rarity that the player does not want to consume is consumed without permission. This allows the player to use the automatic enhancement function with confidence and actively, making it possible to reduce the number of times the player performs various operations, and improving the convenience of the player.

[0431] Furthermore, when the player operates the cancel operation unit 491 on the automatic strengthening setting screen 490, the contents displayed on the automatic strengthening setting screen 490 immediately before the operation are discarded. Furthermore, the display of the automatic strengthening setting screen 490 is terminated, and the EX equipment strengthening screen 460 (FIG. 34A) is displayed on the display 26.

[0432] In addition, when the player operates the OK operation section 492 of the automatic strengthening setting screen 490, the content displayed on the automatic strengthening setting screen 490 immediately before the operation is stored as the automatic strengthening setting. In addition, the display of the automatic strengthening setting screen 490 ends, and the EX equipment strengthening screen 460 (FIG. 34A) is displayed on the display 26.

[0433] Also, as described above, when the item operation section 345b on the ally character detail screen 340 (FIG. 27A) is operated by the player, the item list screen 500 shown in FIG. 36A is displayed on the display 26. FIG. 36A is a first diagram showing an example of the item list screen 500. As shown in FIG. 36A, on the item list screen 500, it is possible to disassemble (sell) EX equipment based on the player's operation.

[0434] As shown in FIG. 36A, a list display item selection operation unit 501 is displayed on the item list screen 500. The list display item selection operation unit 501 is provided with a plurality of operation units that can be operated by the player. The list display item selection operation unit 501 is provided with an item selection operation unit 501a, a normal equipment selection operation unit 501b, an EX equipment selection operation unit 501c, and a special item selection operation unit 501d. Any one of the list display item selection operation units 501 is selected, and the selected operation unit is highlighted. FIG. 36A shows the case where the EX equipment selection operation unit 501c is selected.

[0435] The item list screen 500 can also be displayed when a predetermined operation unit is operated on a menu screen (not shown) that is displayed by tapping the menu screen selection operation unit 41f. However, when a predetermined operation unit is operated on a menu screen (not shown), the player needs to select the EX equipment that he or she wants to disassemble. On the other hand, when the item operation unit 345b is operated and the item list screen 500 is displayed, the item list screen 500 is displayed with the icon 502a corresponding to the EX equipment displayed in the detail display unit 342 selected immediately before the item operation unit 345b of the ally character detail screen 340 (FIG. 27A) is operated. As a result, compared to when a predetermined operation unit is operated on the menu screen and the item list screen 500 is displayed, when the item operation unit 345b is operated and the item list screen 500 is displayed, the number of times the player needs to perform various operations can be reduced, and the convenience of the player can be improved.

[0436] As shown in FIG. 36A, a list display section 502 is displayed on the item list screen 500. Icons 502a corresponding to EX equipment owned by the player are displayed on the list display section 502. As shown in FIG. 36A, on the item list screen 500, it is possible to select the EX equipment to be disassembled by tapping any one of the icons 502a. Then, information such as various statuses related to the EX equipment corresponding to the selected icon 502a is displayed on the item list screen 500.

[0437] When the disassembly operation section 504a on the item list screen 500 is operated with any one of the icons 502a selected, a disassembly confirmation screen 510 (FIG. 37A) described later is popped up on the display 26.

[0438] In addition, when the collective disassembly operation section 504b of the item list screen 500 is operated, an item list screen 500a shown in FIG. 36B is displayed. FIG. 36B is a second diagram showing an example of the item list screen 500a. The item list screen 500a displays a list display section 502. The list display section 502 displays icons 502a corresponding to the EX equipment owned by the player. As shown in FIG. 36B, in the item list screen 500, it is possible to select the EX equipment to be disassembled by tapping any one or more icons 502a. Then, information on various items that the player can acquire when disassembling the EX equipment corresponding to the selected icon 502a is displayed on the item list screen 500a.

[0439] When the collective disassembly operation section 505a on the item list screen 500a is operated with one or more of the icons 502a selected, a disassembly confirmation screen 510 (FIG. 37A) described later is displayed on the display .

[0440] Fig. 37A is a diagram showing an example of a disassembly confirmation screen 510. As shown in Fig. 37A, on the disassembly confirmation screen 510, the EX equipment corresponding to the icon 502a selected (provisionally selected) by the player on the item list screen 500 or the item list screen 500a is notified as a consumable item to be disassembled. In addition, the return items (enhancement points and various coins) that the player will acquire as a result of the disassembly are notified.

[0441] Then, when the OK operation section 511 of the disassembly confirmation screen 510 is operated by the player, the EX equipment is disassembled, and the display of the disassembly confirmation screen 510 ends. Then, the disassembly result screen 520 shown in FIG. 37B pops up on the display 26. Also, when the cancel operation section 512 of the disassembly confirmation screen 510 is operated by the player, the display of the disassembly confirmation screen 510 ends, and the screen that was displayed immediately before the display of the disassembly confirmation screen 510 (the item list screen 500 or the item list screen 500a) is displayed on the display 26.

[0442] Fig. 37B is a diagram showing an example of the disassembly result screen 520. As shown in Fig. 37B, the return items are displayed in a list on the disassembly result screen 520. When the player operates the OK operation unit 521 on the disassembly result screen 520, the display of the disassembly result screen 520 ends, and the item list screen 500 is displayed again on the display 26.

[0443] Returning to FIG. 36B, the item list screen 500a displays the automatic disassembly operation section 505b. In this embodiment, an automatic disassembly function is provided for automatically selecting the EX equipment to be disassembled from the above-mentioned EX equipment. The automatic disassembly function is enabled by the player operating the automatic disassembly operation section 505b on the item list screen 500a. That is, when the player taps the automatic disassembly operation section 505b, the icon 502a corresponding to the EX equipment to be disassembled is automatically selected as shown in FIG. 36B. In this way, when the icon 502a is selected using the automatic disassembly function and the collective disassembly operation section 505a is operated, the disassembly confirmation screen 510 is displayed on the display 26 in the same manner as described above. In this embodiment, the automatic disassembly function is provided, so that the number of times the player performs various operations is reduced when the automatic disassembly function is used compared to when the player manually sets the EX equipment to be disassembled. This makes it possible to improve the convenience of the player.

[0444] In this embodiment, the automatic disassembly function can be set. When the automatic disassembly setting operation section 505c on the item list screen 500a is operated by the player, an automatic disassembly setting screen 530 shown in FIG.

[0445] FIG. 38 is a diagram showing an example of the automatic disassembly setting screen 530. As shown in FIG. 38, the automatic disassembly setting screen 530 allows the player to set the EX equipment to be disassembled. In this embodiment, as shown in FIG. 38, the player can set the desired setting from among the rarity of the EX equipment to be set as the object to be disassembled, the type of the EX equipment to be set as the object to be disassembled, the large category of the EX equipment to be set as the object to be disassembled, and the small category of the EX equipment to be set as the object to be disassembled. This makes it possible to prevent EX equipment contrary to the player's intention from being set as the object to be disassembled when disassembling the EX equipment. For example, it is possible to avoid a situation in which EX equipment with a high rarity that the player does not want to disassemble is set as the object to be disassembled without permission. This allows the player to use the automatic disassembly function actively with peace of mind, which makes it possible to reduce the number of times the player performs various operations, thereby improving the convenience of the player.

[0446] Furthermore, when the player operates the cancel operation unit 531 on the automatic disassembly setting screen 530, the content displayed on the automatic disassembly setting screen 530 immediately before the operation is discarded. Furthermore, the display of the automatic disassembly setting screen 530 is terminated, and the item list screen 500a is displayed on the display 26.

[0447] Furthermore, when the player operates the OK operation unit 532 on the automatic disassembly setting screen 530, the content displayed on the automatic disassembly setting screen 530 immediately before the operation is stored as the automatic disassembly setting. Furthermore, the display of the automatic disassembly setting screen 530 is terminated, and the item list screen 500a is displayed on the display 26.

[0448] Furthermore, as described above, when the player operates the acquisition location operation section 345a on the ally character detail screen 340 (FIG. 27A), an acquisition location screen 540 (FIG. 39A) is popped up and displayed on the display 26. FIG. 39A is a diagram showing an example of the acquisition location screen 540.

[0449] As shown in FIG. 39A, the acquisition location screen 540 displays the type of expedition game in which the EX equipment displayed in the detail display section 342 can be obtained. As shown in FIG. 39A, the acquisition location screen 540 displays the type of expedition game in which the EX equipment displayed in the detail display section 342 (FIG. 27A) can be obtained in an identifiable manner. FIG. 39A shows a case in which "Dispatch destination A-1" and "Dispatch destination A-2" are displayed. As shown in FIG. 39A, the acquisition location screen 540 displays the start condition required to start execution and the end condition required to end execution for each displayed expedition game. Note that the required fighting power corresponds to the start condition (minimum condition), and the required time corresponds to the end condition.

[0450] Also, here, for "dispatch destination A-1", an away game is not being executed, and for "dispatch destination A-2", an away game is being executed or has been executed.

[0451] As shown in FIG. 39A, in the acquisition location screen 540, for an expedition game in which an expedition game is not currently being executed, a composition operation section 541 marked "Formation" is displayed. When the composition operation section 541 is operated, the above-mentioned composition screen 170 (FIG. 13A) is displayed on the display 26, and the composition of the party to be dispatched to the dispatch destination can be performed in the same manner as described above. That is, when the composition operation section 541 is operated, the composition screen 170 (FIG. 13A) is popped up and displayed on the display 26 without displaying the dispatch destination selection screen 100 (FIG. 7B) and operating the first dispatch destination selection operation section 101a to the fourth dispatch destination selection operation section 101d. This reduces the number of times the player performs various operations, thereby improving the convenience of the player. In this case, the dispatch destination selection screen 100 (FIG. 7B) is not displayed, that is, the screen transition to the dispatch destination selection screen 100 (FIG. 7B) is not performed, so naturally the reading of data for displaying the dispatch destination selection screen 100 (FIG. 7B) is not performed. Therefore, it is possible to suppress an increase in the processing load.

[0452] When the player operates the dispatch operation section 177 on the organization screen 170, an expedition game is executed.

[0453] However, when the organization screen 170 (FIG. 13A) is displayed via the operation of the organization operation unit 541 of the acquisition location screen 540, when the player operates the dispatch operation unit 177, the expedition start performance screen 200 (FIG. 16B) is not displayed, and the expedition departure screen 550 shown in FIG. 39B is popped up on the display 26 to notify the player of the start of the expedition game. This makes it possible to suppress the possibility that the player will feel annoyed.

[0454] When the OK operation section 551 on the expedition departure screen 550 is operated by the player, the display of the expedition departure screen 550 ends, and the acquisition location screen 540 is displayed on the display 26.

[0455] Also, as shown in FIG. 39A, on the acquisition location screen 540, a confirmation operation section 542 marked "CONFIRM" is displayed for an expedition game that is being executed or an expedition game that has been completed. When the confirmation operation section 542 is operated, if the expedition game is completed, an expedition result screen 560 shown in FIG. 39C is popped up on the display 26. When the confirmation operation section 542 is operated, if an expedition game is being executed, an expedition confirmation screen 570 shown in FIG. 39D is popped up on the display 26. When the close operation section 543 on the acquisition location screen 540 is operated by the player, an ally character detail screen 340 (FIG. 27A) is displayed on the display 26.

[0456] FIG. 39C is a diagram showing an example of an expedition result screen 560. FIG. 39D is a diagram showing an example of an expedition confirmation screen 570. As shown in FIG. 39C, the expedition result screen 560 notifies the player that the expedition game has been completed. Also, as shown in FIG. 39D, the expedition confirmation screen 570 notifies the player that the expedition game is being executed. Then, when the player operates the result confirmation operation unit 561 of the expedition result screen 560 or the confirmation operation unit 571 of the expedition confirmation screen 570, the expedition party list screen 320 (FIG. 26A) is displayed on the display 26.

[0457] Furthermore, when the player operates the cancel operation section 562 on the tour result screen 560 or the cancel operation section 572 on the tour confirmation screen 570, the acquisition location screen 540 is displayed on the display 26.

[0458] In addition, when the player operates the acquisition method operation unit 345f in the ally character detail screen 340 (FIG. 27B) when the ally character is not equipped with EX equipment (here, EX equipment of "armor"), an acquisition method screen (not shown) is popped up on the display 26 as described above. In this case, the type of expedition game in which the small category EX equipment (here, EX equipment of "clothing") that can be equipped to the ally character can be obtained is displayed. Note that other displays and functions in the acquisition method screen (not shown) are the same as those in the acquisition location screen 540 (FIG. 39A), and therefore will not be described.

[0459] Furthermore, as described above, when the automatic disassembly setting operation unit 114 on the menu screen 110 (FIG. 8A) is operated by the player, an automatic disassembly setting screen 580 shown in FIG.

[0460] As described above, in this embodiment, the player can disassemble the EX equipment he owns and acquire reinforcement points and various coins. As described above, by using the automatic disassembly function, the player can efficiently disassemble. In this embodiment, in order to further improve the convenience of the player, an automatic disassembly function is provided that automatically disassembles the EX equipment acquired before receiving it when the EX equipment is acquired as a reward in the expedition game. This reduces the effort required of the player because disassembly is already performed at the stage of receiving the reward in the expedition game.

[0461] FIG. 40 is a diagram showing an example of an automatic disassembly setting screen 580. As shown in FIG. 40, the automatic disassembly setting screen 580 allows the player to set the EX equipment to be the target of the automatic disassembly function. In this embodiment, as shown in FIG. 40, the player can set the desired setting from among the rarity of the EX equipment to be set as the target of the automatic disassembly function, the type of the EX equipment to be set as the target of the automatic disassembly function, the large category of the EX equipment to be set as the target of the automatic disassembly function, and the small category of the EX equipment to be set as the target of the automatic disassembly function. This makes it possible to prevent EX equipment against the player's intention from being automatically disassembled when performing automatic disassembly of EX equipment. For example, it is possible to avoid a situation in which EX equipment with a high rarity that the player does not want to disassemble is automatically disassembled without permission. This allows the player to use the automatic disassembly function actively with peace of mind, which reduces the number of times the player performs various operations, thereby improving the convenience of the player.

[0462] Furthermore, when the player operates the cancel operation unit 581 on the automatic disassembly setting screen 580, the content displayed on the automatic disassembly setting screen 580 immediately before the operation is discarded. Furthermore, the display of the automatic disassembly setting screen 580 is terminated, and the menu screen 110 (FIG. 8A) is displayed on the display 26.

[0463] Furthermore, when the player operates OK operation unit 582 on automatic disassembly setting screen 580, the content displayed on automatic disassembly setting screen 580 immediately before the operation is stored as the automatic disassembly setting. Furthermore, the display of automatic disassembly setting screen 580 ends, and menu screen 110 (FIG. 8A) is displayed on display 26.

[0464] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned expedition game. Note that a description of the functional configuration of the player terminal 1 and the server 1000 related to the battle game will be omitted.

[0465] (Control Processing in Player Terminal 1 and Server 1000) 41 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The program storage area 12a stores a setting management program 902, an individual dispatch management program 904, a re-dispatch management program 906, a collective expedition management program 908, a round addition management program 910, an EX equipment management program 912, a withdrawal management program 914, a time reduction management program 916 after the start of an expedition, and an expedition completion management program 918. Note that the above programs stored in the program storage area 12a are examples, and many other programs are provided in the program storage area 12a.

[0466] The data storage area 12b is provided with an information storage unit 950 that stores various information for the expedition game. Note that the above-mentioned storage units provided in the data storage area 12b are only examples, and the data storage area 12b is provided with many other storage units.

[0467] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a setting management unit 902a, an individual dispatch management unit 904a, a re-dispatch management unit 906a, a collective expedition management unit 908a, a round addition management unit 910a, an EX equipment management unit 912a, a withdrawal management unit 914a, a post-expedition time reduction management unit 916a, and an expedition completion management unit 918a.

[0468] Specifically, the CPU 10 operates the setting management program 902 and causes the computer to function as a setting management unit 902a. The setting management unit 902a executes a process for making various settings based on the player's operation. Specifically, the following process is executed.

[0469] When the player operates the setting operation unit 123 of the notification setting screen 120 (FIG. 8B), the setting management unit 902a performs a process of storing the execution trigger of the expedition completion notification set by the player in the information storage unit 950 as setting information.

[0470] In addition, when the player operates the setting operation unit 135 of the priority setting screen 130 (FIG. 9A), the setting management unit 902a performs a process of storing the contents of the priority setting set by the player in the information storage unit 950 as setting information.

[0471] In addition, when the player operates the setting operation unit 163 of the automatic organization setting screen 160 (Figure 12A), the setting management unit 902a performs a process of storing setting information indicating whether the first automatic organization function or the second automatic organization function has been set as the automatic organization function in the information storage unit 950.

[0472] In addition, when the player operates the OK operation section 492 on the automatic reinforcement setting screen 490 (FIG. 35), the setting management section 902a performs a process of storing the contents of the automatic reinforcement setting set by the player in the information storage section 950 as setting information.

[0473] In addition, when the player operates the OK operation unit 532 on the automatic disassembly setting screen 530 (FIG. 39), the setting management unit 902a performs a process of storing the contents of the automatic disassembly setting set by the player in the information storage unit 950 as setting information.

[0474] In addition, when the player operates the OK operation unit 582 on the automatic disassembly setting screen 580 (FIG. 40), the setting management unit 902a performs a process of storing the contents of the automatic disassembly setting set by the player in the information storage unit 950 as setting information.

[0475] Moreover, the CPU 10 operates the individual dispatch management program 904, and causes the computer to function as an individual dispatch management section 904a. In the individual dispatch management section 904a, a process is performed in which the player selects a desired dispatch destination on the dispatch destination selection screen 100 (FIG. 7B), dispatches the party to the dispatch destination, and starts the execution of the expedition game (permits the execution of the expedition game). Specifically, the following process is executed.

[0476] When the automatic scheduling operation unit 174 is operated (tapped) on the scheduling screen 170 (FIG. 13A), the individual dispatch management unit 904a performs a process of checking the setting information related to the automatic scheduling function stored in the information storage unit 950.

[0477] In addition, the individual dispatch management unit 904a performs a process of automatically forming a party using the type of automatic formation function set by the player (first automatic formation function or second automatic formation function) based on the confirmed setting information regarding the automatic formation function.

[0478] Specifically, when the first automatic organization function is used, the individual dispatch management unit 904a first performs a process of organizing three ally characters with high priority, excluding characters that cannot be organized, into a party on a priority basis.

[0479] Then, when the total fighting strength of these three ally characters reaches the required fighting strength, the individual dispatch management unit 904a performs a process of ending the formation of the party.

[0480] On the other hand, if the combined strength of these three ally characters does not reach the necessary strength, the individual dispatch management unit 904a further performs processing to organize ally characters that are not set as priority targets into a party.

[0481] Specifically, the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among ally characters that are not set as priority targets and that can be organized, in order, until the party's combat power meets the required combat power.

[0482] Furthermore, when the second automatic organization function is used, the individual dispatch management unit 904a performs a process of organizing three ally characters with high priority, excluding characters that cannot be organized, into a party with priority.

[0483] Furthermore, the individual dispatch management unit 904a performs a process of organizing ally characters with great fighting power among ally characters that are not set as priority targets and that can be organized, up to the maximum number that can be organized.

[0484] In addition, if no priority ally character has been set, when the first automatic organization function is used, the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among the ally characters that can be organized, in order, until the party's combat power meets the required combat power.

[0485] In addition, if the priority ally characters have not been set, when the second automatic organization function is used, the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among the ally characters that can be organized, up to the maximum number that can be organized.

[0486] In addition, the individual dispatch management unit 904a performs processing to derive the fighting strength of an organized party according to a manual party organization performed by the player or a party organization automatically organized using the automatic organization function.

[0487] In addition, the individual dispatch management unit 904a performs a process of deriving the required time to be shortened based on the derived fighting power of the party. Here, the higher the fighting power of the organized party, the larger the value of the required time to be shortened.

[0488] Furthermore, when an operation (tap) is performed on the repeat dispatch count increase operation section 175a or the repeat dispatch count decrease operation section 175b on the organization screen 170, the individual dispatch management section 904a performs a process of deriving the required time based on the number of dispatches displayed on the repeat dispatch count display section 175. Here, for example, when the required time for one dispatch is 1 hour and 30 minutes, if the number of dispatches is set to 4 times, the individual dispatch management section 904a derives 6 hours as the required time.

[0489] Furthermore, when the time reduction operation unit 176 of the time reduction screen 180 is operated (tapped), the individual dispatch management unit 904a performs a process of deriving the required time based on the number of times of reduction displayed in the number of times of reduction display unit 181 or the number of times of reduction display unit 182. Here, for example, when the required time is 6 hours and the total number of times of reduction displayed in the number of times of reduction display unit 181 and the number of times of reduction display unit 182 is 4, the individual dispatch management unit 904a derives that the time is reduced by 4 hours and the required time becomes 2 hours.

[0490] Furthermore, when the setting operation unit 184 of the time saving screen 180 is operated (tapped), the individual dispatch management unit 904a performs a process of storing the contents displayed on the time saving screen 180 as time saving information related to the time saving function in the information storage unit 950. For example, the time saving information includes the number of time saving tickets consumed and the number of times a predetermined number of jewels has been consumed.

[0491] Furthermore, when the dispatch operation unit 177 of the organization screen 170 is operated (tapped), the individual dispatch management unit 904a performs a process of checking whether or not the time-saving function is being used, that is, whether or not time-saving information related to the time-saving function is stored. The dispatch operation unit 177 of the organization screen 170 becomes operable when the party's fighting power exceeds the required fighting power. In other words, when the party's fighting power exceeds the required fighting power and the start of the expedition game is permitted, the dispatch operation unit 177 becomes operable.

[0492] Furthermore, the individual dispatch management unit 904a performs processing to display a confirmation screen 190 on the display 26 when the time-saving function is used.

[0493] Furthermore, when the time-saving function is not used, the individual dispatch management unit 904a performs a process of transmitting expedition start information to the server 1000. Furthermore, when the OK operation unit 191 of the confirmation screen 190 is operated (tapped), the individual dispatch management unit 904a performs a process of transmitting expedition start information to the server 1000.

[0494] The expedition start information includes, for example, dispatch destination information regarding the dispatch destination, repetition count information regarding the number of repetitions, party composition information regarding the types of friendly characters organized into the party, whether or not to use the time-saving function, and time-saving information if the time-saving function is set to be used.

[0495] Furthermore, when the individual dispatch management unit 904a transmits expedition start information to the server 1000, it performs processing to display the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined time. Furthermore, when the use of the time-saving function is set, the individual dispatch management unit 904a performs processing to display the time-saving performance screen 210 (FIG. 16C) on the display 26 for a predetermined time after terminating the display of the expedition start performance screen 200. Thereafter, the individual dispatch management unit 904a performs processing to display the dispatch destination selection screen 100 (FIG. 17A) on the display 26.

[0496] Furthermore, the CPU 10 operates the re-dispatch management program 906, and causes the computer to function as a re-dispatch management unit 906a. In the re-dispatch management unit 906a, a process is performed on the re-dispatch screen 260 (FIG. 21) or the re-dispatch screen 280 (FIG. 23) for a completed (cleared) expedition game to re-dispatch a party with the same composition to the same dispatch destination. Specifically, the following process is executed.

[0497] When an operation (tap) is performed on the repeat dispatch count increase operation section 264a, the repeat dispatch count decrease operation section 264b of the re-dispatch screen 260, the repeat dispatch count increase operation section 284a of the re-dispatch screen 280, or the repeat dispatch count decrease operation section 284b, the re-dispatch management section 906a performs a process of deriving the required time based on the number of dispatches displayed in the repeat dispatch count display section 264 of the re-dispatch screen 260 or the repeat dispatch count display section 284 of the re-dispatch screen 280.

[0498] In addition, the re-dispatch management unit 906a performs processing to transmit expedition start information to the server 1000 when the dispatch operation unit 266 of the re-dispatch screen 260 or the dispatch operation unit 286 of the re-dispatch screen 280 is tapped.

[0499] Furthermore, when the re-dispatch management unit 906a transmits the expedition start information to the server 1000, it performs processing to display the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined period of time.

[0500] The CPU 10 also runs an expedition management program 908 to make the computer function as an expedition manager 908a. The expedition manager 908a performs processing for using the expedition function. Specifically, the following processing is performed.

[0501] When the automatic organization operation section 293 of the automatic organization screen 290 is operated (tapped), the collective expedition management section 908a performs a process of checking the setting information related to the automatic organization function stored in the information storage section 950.

[0502] In addition, the collective expedition management unit 908a performs a process of automatically forming a party using the type of automatic formation function set by the player (first automatic formation function or second automatic formation function) based on the confirmed setting information regarding the automatic formation function.

[0503] Furthermore, the collective expedition management unit 908a performs a process of transmitting expedition start information to the server 1000 when the collective expedition operation unit 307 on the collective expedition screen 290 is operated (tapped). The expedition start information includes, for example, dispatch destination information on each dispatch destination, repetition count information on the number of repetitions of each dispatch destination, party organization information on the type of ally characters organized in the party of each dispatch destination, whether or not the time-saving function is used for each dispatch destination, and time-saving information when the use of the time-saving function is set for each dispatch destination.

[0504] Furthermore, when the collective expedition management unit 908a transmits expedition start information to the server 1000, it performs a process of displaying the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined time. Furthermore, when the use of the time-saving function is set, the collective expedition management unit 908a performs a process of displaying the time-saving performance screen 210 (FIG. 16C) on the display 26 for a predetermined time after terminating the display of the expedition start performance screen 200. Thereafter, the collective expedition management unit 908a performs a process of displaying the expedition top screen 90 (FIG. 7A) on the display 26.

[0505] Moreover, the CPU 10 operates the round addition management program 910 to cause the computer to function as a round addition management unit 910a. The round addition management unit 910a performs processing for using the additional dispatch function. Specifically, the following processing is executed.

[0506] When the player operates the round addition operation unit 327 on the expedition party list screen 320 (FIG. 26), the round addition management unit 910a performs a process of transmitting expedition start information to the server 1000. The expedition start information includes, for example, dispatch destination information on the dispatch destination, addition count information on the number of dispatches to be added, party composition information on the types of ally characters organized in the party, whether or not to use the time-saving function, and time-saving information when the use of the time-saving function is set.

[0507] Furthermore, the CPU 10 operates the EX equipment management program 912 to cause the computer to function as an EX equipment management unit 912a. The EX equipment management unit 912a performs EX equipment management processing to manage various functions related to the EX equipment. FIG. 43 is a flowchart explaining the EX equipment management processing in the player terminal 1. Note that the order of each process executed in the EX equipment management unit 912a described below may be random, and may be interchanged with the order described below. Alternatively, some of the processes executed in the EX equipment management unit 912a described below may not be executed.

[0508] As shown in FIG. 43, the EX equipment management unit 912a executes the EX equipment automatic equipment processing (P1-1). In the EX equipment automatic equipment processing, the following processing is executed. When the OK operation unit 354 of the EX equipment setting screen 350 (FIG. 29A) is operated by the player, the EX equipment management unit 912a executes a process of extracting EX equipment to be equipped to the ally character based on the contents displayed on the EX equipment setting screen 350 immediately before the operation. Specifically, the EX equipment management unit 912a refers to the player information (EX equipment identification information) stored in the information storage unit 950, and checks the EX equipment possessed by the player and various parameters set for each EX equipment. In addition, the EX equipment management unit 912a checks the type of EX equipment that can be equipped to the ally character to be automatically equipped. Then, the EX equipment management unit 912a extracts the EX equipment to be equipped to the ally character based on each of the confirmed information and the priority status set by the player. Then, the EX equipment management unit 912a performs processing to display the automatic EX equipment confirmation screen 370 (FIG. 30A) on the display 26 based on the extraction result.

[0509] Furthermore, when the player operates the OK operation unit 374 on the automatic EX equipment confirmation screen 370, the EX equipment management unit 912a executes a process of equipping the EX equipment to the ally character based on the content displayed on the automatic EX equipment confirmation screen 370 immediately before the operation. Specifically, it updates the player information stored in the information storage unit 950. The player information includes ally character identification information indicating the type of ally character, and EX equipment identification information indicating the type of EX equipment to be equipped to the ally character.

[0510] Returning to FIG. 43, the EX equipment management unit 912a executes the EX equipment change process (P1-2). In the EX equipment change process, the following process is executed. When the equipment operation unit 397 of the EX equipment change screen 390 (FIG. 31A) is operated by the player, the EX equipment management unit 912a executes a process of equipping the ally character with EX equipment based on the contents displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 is operated. Specifically, the player information stored in the information storage unit 950 is updated. Note that, when the EX equipment equipped to another ally character is provisionally selected as the EX equipment to be equipped on the EX equipment change screen 390, the EX equipment management unit 912a executes a process of displaying the EX exchange confirmation screen 410 (FIG. 31C) on the display 26.

[0511] Furthermore, when the OK operation unit 412 on the EX exchange confirmation screen 410 is operated by the player, the EX equipment management unit 912a executes a process of equipping the ally character with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 is operated. Specifically, the player information stored in the information storage unit 950 is updated.

[0512] Returning to FIG. 43, the EX equipment management unit 912a executes the EX equipment upper limit release process (P1-3). In the EX equipment upper limit release process, the following process is executed. When the upper limit release operation unit 424 on the EX equipment upper limit release screen 420 (FIG. 32A) is operated by the player, the EX equipment management unit 912a executes a process to derive the presence or absence of a return item. Then, if there is a return item, the EX equipment management unit 912a executes a process to derive the content of the return item, that is, the type and number of EX equipment to be returned, based on the points required for the upper limit release, the points to be consumed and the difference, and the EX equipment provisionally selected on the EX equipment upper limit release screen 420.

[0513] Then, the EX equipment management unit 912a performs processing to display the EX equipment upper limit release confirmation screen 440 (FIG. 33A) on the display 26 based on the above derivation result.

[0514] When the OK operation section 441 of the EX equipment upper limit release confirmation screen 440 is operated by the player, the EX equipment management section 912a performs a process of releasing the upper limit by spending a predetermined amount of in-game currency (mana) and the EX equipment provisionally selected on the EX equipment upper limit release screen 420. In addition, if there is a return item, the EX equipment management section 912a performs a process of granting the return item to the player. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage section 950 are updated.

[0515] Returning to FIG. 43, the EX equipment management unit 912a executes the EX equipment strengthening process (P1-4). In the EX equipment upper limit release process, the following process is executed. When the strengthening operation unit 462 of the EX equipment strengthening screen 460 (FIG. 34A) is operated by the player, the EX equipment management unit 912a executes a process to derive the presence or absence of a return item. Then, if a return item exists, the EX equipment management unit 912a executes a process to derive the content of the return item, that is, the amount of strengthening points and various coins to be returned, based on the points required for strengthening, the difference between the points to be consumed, and the EX equipment provisionally selected on the EX equipment strengthening screen 460.

[0516] In addition, when the player taps the automatic strengthening operation section 464 of the EX equipment strengthening screen 460, the EX equipment management section 912a performs a process of determining the amount of strengthening points to be consumed and the content of the EX equipment to be consumed based on the setting information related to the automatic strengthening setting stored in the information storage section 950. Specifically, the EX equipment management section 912a refers to the player information (EX equipment identification information and in-game currency information) stored in the information storage section 950, and checks the EX equipment possessed by the player, various parameters set for each EX equipment, and the amount of in-game currency possessed by the player. Then, the EX equipment management section 912a determines the amount of strengthening points to be consumed and the content of the EX equipment to be consumed based on each of the confirmed information and the content of the automatic strengthening setting set by the player. In addition, if there is a return item, the EX equipment management section 912a performs a process of deriving the content of the return item, that is, the amount of strengthening points and various coins to be returned.

[0517] Then, the EX equipment management unit 912a performs processing to display the EX equipment strengthening confirmation screen 480 (FIG. 34C) on the display 26 based on the above derivation result.

[0518] When the OK operation section 482 of the EX equipment strengthening confirmation screen 480 is operated by the player, the EX equipment management section 912a performs a process of executing the strengthening by spending a predetermined amount of in-game currency (mana), the EX equipment provisionally selected on the EX equipment strengthening screen 460, and strengthening points. In addition, if there is a return item, the EX equipment management section 912a performs a process of granting the return item to the player. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage section 950 are updated.

[0519] Returning to Fig. 43, the EX equipment management unit 912a executes the EX equipment disassembly process (P1-5). In the EX equipment disassembly process, the following process is executed. When the disassembly operation unit 504a on the item list screen 500 (Fig. 36A) is operated, the EX equipment management unit 912a executes a process to derive the amount of return items (enhancement points and various coins) to be returned to the player based on the EX equipment corresponding to the selected icon 502a.

[0520] In addition, when the player operates the automatic disassembly operation section 505b of the item list screen 500a, the EX equipment management section 912a performs a process of automatically selecting the EX equipment to be disassembled based on the setting information related to the automatic disassembly setting stored in the information storage section 950. Specifically, the EX equipment management section 912a refers to the player information (EX equipment identification information) stored in the information storage section 950, and checks the EX equipment possessed by the player and various parameters set for each EX equipment. Then, the EX equipment management section 912a determines the EX equipment to be disassembled based on each of the confirmed information and the contents of the automatic disassembly setting set by the player.

[0521] In addition, when the bulk disassembly operation unit 505a on the item list screen 500a (Figure 36B) is operated, the EX equipment management unit 912a executes a process to derive the amount of return items (enhancement points and various coins) to be returned to the player based on the EX equipment corresponding to the selected icon 502a.

[0522] Then, the EX equipment management unit 912a performs processing to display the disassembly confirmation screen 510 (FIG. 37A) on the display 26 based on the above derived result.

[0523] When the OK operation section 511 of the disassembly confirmation screen 510 is operated by the player, the EX equipment management section 912a performs a process of disassembling the EX equipment. In addition, the EX equipment management section 912a performs a process of granting a return item to the player. Specifically, the EX equipment identification information and the in-game currency information included in the player information stored in the information storage section 950 are updated.

[0524] Returning to Fig. 43, the EX equipment management unit 912a executes the EX equipment acquisition place processing (P2). Fig. 44 is a flowchart explaining the EX equipment acquisition place processing (P2) in the player terminal. In the EX equipment acquisition place processing, the following processing is executed.

[0525] When the player operates the acquisition location operation section 345a of the ally character details screen 340 (FIG. 27A), the EX equipment management section 912a performs a process of extracting the type of expedition game in which the EX equipment displayed in the details display section 342 can be obtained (P2-1). Specifically, the EX equipment management section 912a refers to the player information (expedition game setting information) stored in the information storage section 950, and checks the information of the EX equipment set to be obtainable in each expedition game. Then, based on each of these confirmed information and the EX equipment displayed in the details display section 342, the EX equipment management section 912a extracts the type of expedition game in which the EX equipment displayed in the details display section 342 can be obtained.

[0526] In addition, the EX equipment management unit 912a performs a process of acquiring the start conditions necessary to start the execution and the end conditions necessary to end the execution for each of the extracted types of expedition games (P2-2). Specifically, the EX equipment management unit 912a refers to the player information (expedition game setting information) stored in the information storage unit 950, and acquires the play conditions of the necessary fighting power, the maximum number of people, and the necessary time.

[0527] In addition, the EX equipment management unit 912a performs a process of checking the execution status for each of the extracted types of expedition games (P2-3). Specifically, the EX equipment management unit 912a acquires expedition game information including the execution status of the expedition game from the server, and checks the progress status of each expedition game by referring to the acquired expedition game information.

[0528] Furthermore, the EX equipment management unit 912a performs processing to display the acquisition location screen 540 on the display 26 based on the various pieces of information obtained as described above (P2-4).

[0529] Furthermore, when the player operates the organization operation section 541 of the acquisition location screen 540 (YES in P2-5), the EX equipment management section 912a displays the above-mentioned organization screen 170 (FIG. 13A) on the display 26 and executes processing for organizing the party to be dispatched to the dispatch destination (P2-6). In other words, when the organization operation section 541 is operated, the EX equipment management section 912a displays the organization screen 170 (FIG. 13A) on the display 26 without displaying the dispatch destination selection screen 100 (FIG. 7B). This makes it possible to improve the convenience for the player.

[0530] Then, when the formation screen 170 (FIG. 13A) is displayed via the operation of the formation operation section 541 of the acquisition location screen 540, if the player operates the dispatch operation section 177, the EX equipment management section 912a performs a process of displaying the expedition departure screen 550 (FIG. 39B) on the display 26 without displaying the expedition start performance screen 200 (FIG. 16B) (P2-7). As described above, the dispatch operation section 177 of the formation screen 170 becomes operable when the party's fighting power exceeds the required fighting power. In other words, when the party's fighting power exceeds the required fighting power and the start of the expedition game is permitted, the dispatch operation section 177 becomes operable.

[0531] Furthermore, the EX equipment management unit 912a performs a process of transmitting expedition start information to the server 1000 (P2-8). The expedition start information includes, for example, dispatch destination information on the dispatch destination, additional number information on the number of dispatches to be added, party organization information on the types of ally characters organized in the party, whether or not to use the time-saving function, and time-saving information when the use of the time-saving function is set.

[0532] Also, when the confirmation operation section 542 of the acquisition location screen 540 is operated (NO in P2-5, YES in P2-9), the EX equipment management section 912a acquires expedition game information including the execution status of the expedition game from the server, and performs processing to display the expedition result screen 560 (FIG. 39C) or the expedition confirmation screen 570 (FIG. 39D) on the display 26 based on the acquired expedition game information (P2-10). Specifically, when the expedition game is completed, the EX equipment management section 912a displays the expedition result screen 560 on the display 26, and when the expedition game is being executed, performs processing to display the expedition confirmation screen 570 on the display 26.

[0533] Moreover, the CPU 10 operates the withdrawal management program 914 to cause the computer to function as a withdrawal management section 914a. The withdrawal management section 914a performs processing for using the withdrawal function. Specifically, the following processing is executed.

[0534] When the OK operation section 232 of the withdrawal confirmation screen 230 is operated (tapped), the withdrawal management section 914a performs a process of transmitting withdrawal information to the server 1000. The withdrawal information includes, for example, dispatch destination information regarding the dispatch destination of the target to be withdrawn.

[0535] Furthermore, when the withdrawal management section 914 a transmits the withdrawal information to the server 1000 , it performs a process of displaying the expedition withdrawal screen 240 on the display 26 .

[0536] Also, the CPU 10 operates the after-tour start time reduction management program 916, and makes the computer function as an after-tour start time reduction management unit 916a. In the after-tour start time reduction management unit 916a, a process for using the time reduction function is performed after the start of the execution of the tour game. Specifically, the following process is performed.

[0537] After the start of the expedition, the time reduction management unit 916a performs a process of deriving the required time based on the number of reductions displayed in the number of reductions display unit 181 or the number of reductions display unit 182 when an operation (tap) is performed on the number of reductions increase operation unit 181a, the number of reductions decrease operation unit 181b, the number of reductions increase operation unit 182a, or the number of reductions decrease operation unit 182b on the time reduction screen 180 (FIG. 17B).

[0538] Furthermore, when the shortcut operation unit 221 of the confirmation screen 220 (FIG. 18A) is operated (tapped), the after-expedition start time reduction management unit 916a performs a process of transmitting after-expedition start time reduction information to the server 1000. The after-expedition start time reduction information includes, for example, dispatch destination information regarding the dispatch destination, the number of time reduction tickets consumed, and time reduction information including the number of times a predetermined number of jewels has been consumed.

[0539] The CPU 10 also runs the tour completion management program 918, causing the computer to function as a tour completion management unit 918a. The tour completion management unit 918a performs a process for acquiring a reward for a tour game that has been completed (cleared) when the required time has elapsed. Specifically, the following process is executed.

[0540] When the tour completion management unit 918 a acquires new tour completion information set in the server 1000 , the tour completion management unit 918 a performs a process of storing the acquired tour completion information in the information storage unit 950 .

[0541] In addition, the tour completion management unit 918a performs a process of checking the setting information stored in the information storage unit 950 regarding the timing for executing the tour completion notification.

[0542] In addition, when the expedition completion management unit 918a determines that it is time to notify based on the setting information regarding the trigger for executing the confirmed expedition completion notification, it performs a process of displaying a message M (Figure 9A) at the top of the display 26 as an expedition completion notification.

[0543] Furthermore, when the result confirmation operation unit 107 of the dispatch destination selection screen 100 (FIG. 20A) is operated (tapped), the expedition completion management unit 918a performs a process of transmitting reward request information to the server 1000. When the result confirmation operation unit 107 is operated, the reward request information includes dispatch destination information on the dispatch destination corresponding to the result confirmation operation unit 107, organization information set for the dispatch destination, and the like.

[0544] Furthermore, when the collective expedition completion operation unit 95 on the expedition top screen 90 (FIG. 22A) is operated (tapped), the expedition completion management unit 918a performs a process of transmitting reward request information to the server 1000. When the collective expedition completion operation unit 95 is operated, the reward request information includes dispatch destination information regarding each dispatch destination for which reward receipt has not been completed, organization information set for each dispatch destination, and the like.

[0545] Furthermore, when the expedition completion management unit 918a acquires new reward determination information set in the server 1000, it stores the acquired reward determination information in the information storage unit 950 and performs processing to acquire the reward.

[0546] In addition, the expedition completion management unit 918a performs a process of determining the EX equipment to be decomposed from among the EX equipment included in the acquired reward based on the setting information related to the automatic decomposition setting stored in the information storage unit 950. The expedition completion management unit 918a performs a process of executing the decomposition of the EX equipment to be decomposed that has been determined. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950 are updated.

[0547] In addition, the expedition completion management unit 918a performs a process of displaying a list of the acquired rewards and the return items acquired as a result of the above-mentioned disassembly on the expedition completion screen 250 or the collective expedition completion screen 270.

[0548] In addition, when the re-dispatch operation section 252 of the expedition completion screen 250 or the re-dispatch operation section 272 of the batch expedition completion screen 270 is operated (tapped), the expedition completion management section 918a performs processing to display the re-dispatch screen 260 (Figure 21) or the re-dispatch screen 280 (Figure 23) on the display 26 based on the dispatch destination information included in the expedition completion information.

[0549] 42 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The program memory area 1012a stores an expedition game progress management program 1920 and a reward management program 1922. Note that the above programs stored in the program memory area 1012a are examples, and many other programs are provided in the program memory area 1012a.

[0550] The data storage area 1012b is provided with an information storage unit 1550 that stores various information for the away game. Note that the above storage units provided in the data storage area 1012b are only examples, and the data storage area 1012b is provided with many other storage units.

[0551] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side control unit 1000A. The server-side control unit 1000A includes an expedition game progress management unit 1920a and a reward management unit 1922a.

[0552] Specifically, the CPU 1010 runs an expedition game progress management program 1920 to cause the computer to function as an expedition game progress management unit 1920a. The expedition game progress management unit 1920a performs processing for managing the progress of the expedition game. Specifically, the following processing is executed.

[0553] In addition, when the expedition game progress management unit 1920a receives expedition start information from the player terminal 1, it performs a process of deriving the required time corresponding to each dispatch destination specified by the received expedition start information and setting the expedition timer.

[0554] That is, the expedition game progress management unit 1920a derives the necessary time corresponding to the dispatch destination based on the party strength set for the dispatch destination and the necessary strength set for the dispatch destination.

[0555] When multiple dispatch destinations are specified by the expedition start information, the expedition game progress management unit 1920a performs processing to set an expedition timer for each of the multiple dispatch destinations specified.

[0556] In addition, when the repetition count information included in the expedition start information specifies multiple repetition counts for a dispatch destination, the expedition game progress management unit 1920a performs a process of storing the repetition count information in the information storage unit 1550 of the server 1000 in association with the dispatch destination.

[0557] The expedition game progress management unit 1920a subtracts the number of repetitions set in the number of repetitions information every time an expedition game relating to the dispatch destination ends.

[0558] In addition, when the use of the time shortening function is specified for a dispatch destination where the dispatch game has started, the expedition game progress management unit 1920a performs a process of shortening the timer value of the expedition timer corresponding to the dispatch destination based on the time shortening information included in the expedition start information. In addition, when a time shortening ticket is used, the expedition game progress management unit 1920a performs a process of consuming the number of time shortening tickets used.

[0559] In addition, when the expedition game progress management unit 1920a receives time reduction information after the start of an expedition from the player terminal 1, it performs a process of reducing the timer value of the expedition timer corresponding to the dispatch destination specified based on the dispatch destination information included in the received time reduction information after the start of an expedition, based on the time reduction information included in the time reduction information after the start of an expedition.

[0560] In addition, when there is an expedition timer whose timer value has reached 0, that is, when there is an expedition game in which a predetermined end condition that has been set in advance is met, the expedition game progress management unit 1920a performs a process of setting expedition completion information corresponding to the expedition game in which the end condition has been met so that it can be acquired by the player terminal 1.

[0561] The expedition completion information includes destination information regarding the destination of an expedition game that has been completed (cleared) when the termination conditions have been met, final expedition information indicating whether or not this is the last expedition game of the specified number of repetitions if multiple repetitions have been specified for that destination, and party composition information regarding the type of ally characters organized into the party dispatched to that destination.

[0562] In addition, when the repetition count information is stored for the dispatch destination where the end condition is satisfied, the expedition game progress management unit 1920a performs a process of starting the progress of the expedition game for the dispatch destination. In addition, the expedition game progress management unit 1920a performs a process of subtracting the repetition count set in the repetition count information as the progress of the expedition game for the dispatch destination is started.

[0563] In addition, when the expedition game progress management unit 1920a receives withdrawal information from the player terminal 1, it performs a process of discarding the expedition timer corresponding to the dispatch destination specified by the dispatch destination information included in the withdrawal information. This causes the expedition game being executed to be stopped.

[0564] Furthermore, the CPU 1010 operates the reward management program 1922 to cause the computer to function as a reward management unit 1922a. The reward management unit 1922a performs processing to determine the content of the reward to be given to the player when the expedition game is completed (cleared). Specifically, the following processing is executed.

[0565] When the reward management unit 1922a receives reward request information from the player terminal 1, it performs a process of checking the formation information included in the received reward request information.

[0566] The reward management unit 1922a performs a process of checking the ally characters that are set as targets for special item drops based on the checked formation information.

[0567] The reward management unit 1922a performs a process of determining by lottery whether or not a special item corresponding to each of the ally characters set as the special item drop target confirmed as described above will be awarded, based on a predetermined lottery table set in advance.

[0568] The reward management unit 1922a determines by lottery whether or not to grant EX equipment based on a predetermined lottery table that has been set in advance.

[0569] The reward management unit 1922a performs a process of determining by lottery whether or not to grant regular items other than special items and EX equipment, based on a predetermined lottery table that has been set in advance.

[0570] When the above-mentioned lottery processes are completed for all dispatch destinations (processing targets) specified by the dispatch destination information included in the received reward request information, the reward management unit 1922a performs a process of setting reward determination information including at least the execution results of each lottery process so that it can be acquired by the player terminal 1.

[0571] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0572] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0573] (Processing performed by a computer) A process for executing a specific content (in an embodiment, as an example, a process executed by the expedition game progress management unit 1920a) among a plurality of specific contents (in an embodiment, as an example, an expedition game) for which an elapsed time is set as an ending condition for clearing the game, without requiring player operation or game startup to progress in the game, for which a start condition (in an embodiment, as an example, a process executed by the expedition game progress management unit 1920a) is met. A process (in an embodiment, as an example, a process executed by the reward management unit 1922a) of granting a predetermined reward to a player for each specific content based on the fulfillment of a completion condition for the specific content (in an embodiment, as an example, the passage of a required time). A process (P2, as an example in the embodiment) that displays a specific screen (in the embodiment, as an example, acquisition location screen 540) that allows the player to identify the type of specific content in which the player can obtain a specified reward (EX equipment, as an example in the embodiment) as a reward, and that allows the player to identify at least one of the start condition and end condition set for the type of specific content.

[0574] A process of permitting the start of execution of specific content based on the operation of the first operation unit by the player on a start screen (in an embodiment, as an example, the dispatch destination selection screen 100 (FIG. 7B)) displaying a first operation unit (in an embodiment, as an example, the first dispatch destination selection operation unit 101a to the fourth dispatch destination selection operation unit 101d (FIG. 7B)) for starting the execution of specific content (in an embodiment, as an example, a process executed by the individual dispatch management unit 904a). A process (in an embodiment, as an example, P2) for displaying a second operation section (in an embodiment, as an example, the organization operation section 541 of the acquisition location screen 540) for starting the execution of a specific content on a specific screen (in an embodiment, as an example, the acquisition location screen 540). A process for permitting the start of execution of specific content without displaying a start screen, based on an operation of the second operating section by the player (in the embodiment, P2 as an example).

[0575] In the above embodiment, the higher the strength of the party dispatched to the destination, the shorter the required time, thereby increasing the degree of advantage of the player, but the present invention is not limited to this. For example, when the strength of the party dispatched to the destination exceeds the required strength, the reward acquired by the player may be increased. Also, for example, the reward acquired by the player may be increased according to the degree to which the strength of the party dispatched to the destination exceeds the required strength. Also, both the shortening of the required time according to the party's strength and the increase of the reward may be implemented. Alternatively, either the shortening of the required time according to the party's strength or the increase of the reward may be implemented.

[0576] Also, an upper limit may be set on the number of parties that can be dispatched to a destination at the same time. For example, when the total number of parties corresponding to expedition games for which rewards have not been received and the number of parties corresponding to expedition games being played reaches a preset upper limit, it may be impossible to dispatch new parties. In this case, it may be possible to dispatch new parties by using the withdrawal function or completing the receipt of rewards.

[0577] In the above embodiment, the time required for the expedition game can be shortened by consuming the time-saving ticket, but the time-saving ticket may also be used for the battle game. For example, the player may set whether or not to use the time-saving ticket and the number of tickets to be used on the main quest selection screen 74 (FIG. 5B). In this case, when one time-saving ticket is used, one battle game is omitted (skipped). Specifically, when the use of the time-saving ticket is set on the main quest selection screen 74 (FIG. 5B), the display of the party selection screen 77 (FIG. 5C), the battle game screen 80 (FIG. 6A), and the first result screen 83 (FIG. 6B) may be omitted (shortened), and the second result screen 85 (FIG. 6C) may be displayed on the display 26.

[0578] In addition, the game application may, for example, use a notification mechanism (e.g., a Notification API) provided by the smartphone's operating system (OS) to send a push notification and display a message M stating "Expedition completed" on the smartphone's notification screen.

[0579] Specifically, the player can arbitrarily set the execution trigger of the push notification, similarly to the setting of the execution trigger of the expedition completion notification in the above-mentioned embodiment. That is, the player can arbitrarily set the execution trigger of the push notification to be either the execution trigger of the expedition completion notification that one expedition game is completed (first execution trigger), regardless of the specified number of dispatches, or the execution trigger of the expedition completion notification that all expedition games of the specified number of dispatches are completed (second execution trigger).

[0580] In the above embodiment, a case has been shown in which on a screen where the EX equipment icon is displayed, including this screen, the acquisition location operation section 345a is displayed on the ally character detail screen 340 (FIG. 27A) in correspondence with the icon, but the acquisition location operation section 345a may also be displayed on a screen other than the ally character detail screen 340. For example, the screens that display the acquisition location operation section 345a can be, for example, an EX equipment confirmation screen 370 (Figure 30A), an EX equipment replacement details screen 380 (Figure 30B), an EX equipment change screen 390 (Figure 31A), an EX replacement confirmation screen 410 (Figure 31C), an EX equipment limit release screen 420 (Figure 32A), an item details screen 430 (Figure 32C), an EX equipment limit release confirmation screen 440 (Figure 33A), an equipment enhancement item return screen 450 (Figure 33B), an EX equipment enhancement screen 460 (Figure 34A), a used enhancement point setting screen 470 (Figure 34B), an EX equipment enhancement confirmation screen 480 (Figure 34C), an item list screen 500 (Figure 36A), an item list screen 500a (Figure 36B), or a disassembly confirmation screen 510 (Figure 37A). The acquisition location operation section 345a may be displayed so as to correspond to the icon image showing the EX equipment displayed on each of these screens. In this case, the acquisition location screen 540 displays the type of expedition game in which the EX equipment of the icon image displayed corresponding to the acquisition location operation section 345a can be obtained on the screen where the operated acquisition location operation section 345a was operated.

[0581] Also, in the item list screen 500 (FIG. 36A), a strengthening operation section 345c, an upper limit release operation section 345d, and an equipment change operation section 345e may be displayed, and it may be possible to strengthen the EX equipment, release the upper limit, and equip the ally character. When the equipment change operation section 345e is operated by the player in the item list screen 500 (FIG. 36A), an ally character selection screen (not shown) pops up on the display 26, displaying a list of ally characters that can be equipped with the selected EX equipment. Then, when the player selects one of the ally characters in the ally character selection screen (not shown) and performs a predetermined decision operation, an EX equipment change screen 390 (FIG. 31A) pops up on the display 26.

[0582] Also, on the EX equipment change screen 390 (FIG. 31A), the first operation section 342a (FIG. 27A) and the second operation section 342b (FIG. 27A) may be displayed. On the EX equipment change screen 390, when the first operation section 342a is operated, the setting (change) of the EX equipment (EX equipment in the first setting frame) that will be effective in battle games other than the guild battle can be performed. Also, on the EX equipment change screen 390, when the second operation section 342b is operated, the setting (change) of the EX equipment (EX equipment in the second setting frame) that will be effective in the battle game of the guild battle can be performed.

[0583] Furthermore, on screens that display a list of ally characters, such as the ally character confirmation screen 50 (FIG. 3B), the party selection screen 77 (FIG. 5C), the priority setting screen 130 (FIG. 9B, etc.), and the organization screen 170 (FIG. 13A, etc.), an equipped icon (not shown) may be superimposed on the icon of the ally character. The equipped icon is intended to identify whether or not the character is equipped with EX equipment, and, if so, the category (large category or small category) of the equipped EX equipment. For example, an equipped icon indicating "weapon", an equipped icon indicating "armor", and an equipped icon indicating "accessory" may be superimposed on the icon of an ally character that is equipped with all of the EX equipment of "weapon", "armor", and "accessory".

[0584] Also, an icon that can identify the ongoing campaign may be displayed on the on-expedition party list screen 320 (FIG. 26A). Also, in the dispatch destination display section 321 (FIG. 26A) that displays "on expedition" when an expedition game is being executed, a tour details operation section (not shown) may be displayed. When this tour details operation section is operated, for example, if five expeditions are being executed, the scheduled end times of the first to fifth tour games are displayed. Furthermore, an icon that can identify whether or not a campaign is being applied may be displayed for each of the first to fifth tour games.

[0585] In the above embodiment, an example of a game is provided in which an expedition game is provided in which the player dispatches organized ally characters to a desired destination, but the specific content and genre of the game are not limited to the above embodiment. For example, the game genre may be any game genre, such as a roll playing game, a shooting game, a puzzle game, or a rhythm game.

[0586] For example, when applied to a roll playing game, a predetermined quest in which a battle game with a predetermined enemy character is executed, which is provided in the roll playing game, corresponds to the above-mentioned expedition game. In this case, a minimum condition (minimum strength of the party) is provided for challenging the predetermined quest, and the more the strength of the player's party exceeds the minimum strength, the higher the player's advantage in the predetermined quest is increased. In addition, specific methods for increasing the advantage may include powering up friendly characters, weakening enemy characters, or increasing the reward when the quest is cleared.

[0587] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]

[0588] 1 Player terminal 1000 servers S Information Processing System

Claims

1. a process of executing a specific content for which a start condition is met, among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, and for which a player's operation or game startup is not required for game progression; a process of granting a predetermined reward for each specific content to a player based on the establishment of the completion condition for the specific content; a process of displaying a specific screen that allows a player to identify the type of specific content for which the player can obtain a predetermined reward; The computer executes the following: The specific screen includes: The content of the predetermined reward and the type of the specific content are displayed in an identifiable manner; The time until the end condition of the specific content being executed is met is displayed. Information processing program.

2. A process of extracting the specific content from among a plurality of the specific contents, the specific content from which the predetermined reward can be obtained; a process of displaying the extracted specific content on the specific screen; 2. The information processing program according to claim 1, further causing a computer to execute the steps of:

3. 1. An information processing method performed by one or more computers, comprising: The computer a process of executing a specific content for which a start condition is met, among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, and for which a player's operation or game startup is not required for game progression; a process of granting a predetermined reward for each specific content to a player based on the establishment of the completion condition for the specific content; a process of displaying a specific screen that allows a player to identify the type of specific content for which the player can obtain a predetermined reward; and The specific screen includes: The content of the predetermined reward and the type of the specific content are displayed in an identifiable manner; The time until the end condition of the specific content being executed is met is displayed. Information processing methods.

4. one or more computers; The computer a process of executing a specific content for which a start condition is met, among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, and for which a player's operation or game startup is not required for game progression; a process of granting a predetermined reward for each specific content to a player based on the establishment of the completion condition for the specific content; a process of displaying a specific screen that allows a player to identify the type of specific content for which the player can obtain a predetermined reward; and The specific screen includes: The content of the predetermined reward and the type of the specific content are displayed in an identifiable manner; The time until the end condition of the specific content being executed is met is displayed. Game device.