Program and information processing device

JP2024084110A5Pending Publication Date: 2025-11-26SEGA CORP
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Patent Information

Application Number
JP2023104958
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-27
Publication Date
2025-11-26

AI Technical Summary

Technical Problem

In games where players develop content, directly training a set content requires canceling the setting on the setting screen and transitioning to the training screen, which is time-consuming.

Method used

A program and information processing device that extracts owned contents by predetermined parameters, specifies the lowest parameter content as a reference, sets unextracted contents as set contents, and matches their parameters with the reference, allowing cancellation or switching of settings based on player input, without consuming additional costs.

Benefits of technology

Reduces the effort required for players to develop setting content by simplifying the training process and preventing unnecessary costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce trouble required when a player directly grows setting content.SOLUTION: A program allows a computer to function as extraction means 52 for extracting a predetermined number of pieces of content in order of a higher predetermined parameter from among a player's possessed content, specification means 54 for specifying content having the lowest predetermined parameter as reference content from among the extracted content, setting means 56 for setting one portion or the entire portion of non-extracted possessed content as setting content, and control means 58 for matching a predetermined parameter of each of the setting content to a predetermined parameter of reference content. With content that a player designates as a growing object from among possessed content as growing content, the setting means 56 cancels the setting of setting content on the basis of designation of the setting content as growing content.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing device.

[0002] Conventionally, games have been known in which a player develops content (e.g., a character, an item, etc.) that the player owns. Examples of such development include increasing a predetermined parameter (e.g., a level) of the content (owned content) that the player owns.

[0003] In this regard, Patent Document 1 discloses a technique for collectively combining groups of owned content that are of the same type, thereby reducing the effort required of the player in terms of training. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]

[0005] In such a game, in order to reduce the time and effort required to develop content, it is conceivable to use a content among owned contents whose predetermined parameters are in a predetermined rank (e.g., third place) as a reference content, and to match the predetermined parameters of the set content previously set on the setting screen with the predetermined parameters (reference parameters) of the reference content. However, when a player wants to develop the set content directly, he or she must first cancel the setting of the set content on the setting screen and then transition to the development screen, which is time-consuming.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can reduce the effort required by a player to directly develop setting content. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as an extraction means for extracting a predetermined number of contents owned by a player in order of highest predetermined parameter, an identification means for identifying, from the extracted contents, the content with the lowest predetermined parameter as reference content, a setting means for setting some or all of the owned contents not extracted as setting content at the request of the player, and a control means for matching the predetermined parameters of each of the setting content with the predetermined parameters of the reference content, and the setting means sets, from among the owned contents, content designated by the player as a development target as development content, and cancels the setting of the setting content based on the designation of the setting content as the development content.

[0008] In addition, in a second aspect of the present invention, when the setting content is specified as the development content, the control means inquires of the player as to whether or not to cancel the setting of the development content, and the setting means cancels the setting of the development content if the player requests the cancellation in response to the inquiry.

[0009] In a third aspect of the present invention, the control means switches the training content to the reference content when, in response to the inquiry, the player requests not to cancel the training content.

[0010] In addition, in a fourth aspect of the present invention, when the setting content is specified as the development content, the control means receives an instruction from the player to cancel the setting of the development content on a development screen including an image showing the development content, and the setting means cancels the setting of the development content in response to the instruction to cancel.

[0011] In a fifth aspect of the present invention, the control means consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0012] In a sixth aspect of the present invention, the control means does not consume the cost when matching a predetermined parameter of the set content with a predetermined parameter of the reference content. Effect of the Invention

[0013]

[0014]

[0015] According to the present invention, it is possible to reduce the effort required for a player to directly develop setting content. [Brief description of the drawings]

[0016] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 13 is a flowchart showing an example of a process flow for displaying change information indicating that a reference character has been changed in the game system according to the first embodiment. [Figure 6]FIG. 13 is a diagram showing an example of a breeding screen including an image showing a breeding character. [Figure 7] FIG. 13 is a diagram showing an example of a development screen including change information. [Figure 8] FIG. 13 is a diagram showing an example of a training screen in the case where training is continued without switching training characters. [Figure 9] FIG. 13 is a diagram showing an example of a training screen in which the training character is switched to a reference character. [Figure 10] 13 is a flowchart showing an example of a process flow for switching a development character to a reference character in a game system according to a second embodiment. [Figure 11] FIG. 13 is a diagram showing an example of a owned character list screen for designating a character to be developed. [Figure 12] FIG. 13 is a diagram showing an example of a list of owned characters screen including an inquiry as to whether or not to switch the character being raised. [Figure 13] FIG. 13 is a diagram showing an example of a training screen in which the training character is switched to a reference character. [Figure 14] 13 is a flowchart showing an example of the process flow for canceling the setting of a development character in a game system according to a third embodiment. [Figure 15] FIG. 13 is a diagram showing an example of an owned character list screen including an inquiry as to whether or not to cancel the setting. [Figure 16] FIG. 13 is a diagram showing an example of a breeding screen including an image showing a breeding character whose setting has been cancelled. [Figure 17] 13 is a flowchart showing an example of a process flow for raising a reference character from a setting screen in a game system according to a fourth embodiment. [Figure 18] FIG. 13 is a diagram showing an example of a setting screen for setting a set character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0018] ---First embodiment --- First, the first embodiment will be described.

[0019] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0020] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0022] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0024] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0025] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, etc., to function as various functional means. The details of these functional means will be described later.

[0026] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0027] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.

[0028] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for having an operation means, a display device, and a sound output device.

[0029] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0030] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0031] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0032] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0033] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0034] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0036] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0037] The speaker 42 has a function of outputting game sounds and the like.

[0038] <Game Overview> The game according to the first embodiment includes a lottery game or quest in which a character can be acquired as an example of content, and a training game in which the content (character) is trained. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a battle game, dungeon, exploration, mission, etc.

[0039] The lottery game according to the first embodiment is a game in which one or more characters (contents) are selected (randomly selected) from a group of characters (contents) to be selected by lottery in response to a request (instruction) to play the lottery game from the player. This lottery game is played based on the consumption of game currency owned by the player. The game currency includes, for example, paid currency and free currency. Paid currency is paid content that is given to a player based on payment of money, prepaid card, credit card, electronic money, cryptocurrency, etc. Examples of paid currency include paid items (paid items), paid coins (paid coins), and paid points (paid points). For example, in the game according to the first embodiment, one paid item can be purchased for 160 yen. On the other hand, free currency is free content that is given to a player by playing the game. Examples of free currency include non-paid items (free items), non-paid coins (free coins), and non-paid points (free points). Examples of playing the game include a player logging into the game, winning a quest, and completing a mission. Free currency can be consumed in various games without distinction from paid currency. For example, in a certain lottery game, paid items and non-paid items can be consumed without distinction. Note that in another lottery game, only paid items may be consumed.

[0040] In addition, a quest in the first embodiment is a game in which a deck (party) made up of characters owned by the player is pitted against enemy characters (including boss characters) that appear, based on instructions (requests) from the player to carry out a quest specified by the player. For example, a player can organize a deck to be used in a quest by arbitrarily selecting a predetermined number (e.g., 5) or less of characters from among the characters owned in an organization menu for organizing a deck to be used in a quest in advance. When a player clears a quest, the player can obtain a clear reward. Examples of clearing a quest include defeating all enemy characters that appear in the quest (reducing hit points to 0 or less) and defeating a boss character that appears at the end of the quest. Examples of clear rewards include game currency (non-chargeable items), enemy characters (characters) that appear in the quest, player experience points, various items, etc.

[0041] The training game according to the first embodiment is a game in which the player designates a character to be trained from among the owned characters (owned contents) as a training character (training content), and strengthens or evolves the training character by consuming the cost (material content) owned by the player. Examples of the cost (material content) include material characters, material items (strengthening agents), coins, currency items, etc.

[0042] In the training game according to the first embodiment, a first character synthesis is performed in which predetermined material content is consumed for each predetermined parameter (e.g., level) of the training character to increase (change) the predetermined parameter of the training character. For example, a player can select the Owned Characters (Strengthening) tab in the character menu, and then designate a character from a list of owned characters to make that character a development character. By designating this development character, the player can make a request (strengthening instruction) to increase a predetermined parameter of the development character on a development screen including an image of the development character. In the first embodiment, when this request is made, predetermined material content is consumed for each predetermined parameter (e.g., level) of the development character.

[0043] Furthermore, in the training game according to the first embodiment, as the second character synthesis, an evolution synthesis is performed in which the training character evolves by consuming material content previously associated with the training character. Examples of this previously associated material content include a character with the same name as the training character (same type of character) and a character with the same attributes as the training character. Examples of the evolution of the training character include an increase in the rarity of the training character and an increase in the upper limit of a predetermined parameter (e.g., level) of the training character. For example, the player can select the evolution tab in the character menu, and then designate one of the characters owned to be a development character. By designating this development character, the player can make a request to evolve the development character (an evolution instruction). In the first embodiment, when this request is made, material content that has been previously associated with the development character is consumed.

[0044] Furthermore, in the training game according to the first embodiment, the predetermined parameters of a setting character (setting content) described later automatically match (link) with the predetermined parameters of a reference character (reference content) described later, so the setting character cannot be designated as a training target. In other words, after the player selects the owned character tab in the character menu, the player cannot designate a setting character from the list of owned characters. For example, if a player wishes to increase a predetermined parameter of a set character, the player must increase the predetermined parameter of a reference character, or cancel the setting of the set character on the setting screen and then designate the set character as a character to be developed.

[0045] <Functional means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0046] 4, the server device 10 includes, as functional components, a storage means 50, an extraction means 52, an identification means 54, a setting means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that some or all of these functional components may be provided in the terminal device 12. Also, some or all of the processes executed by these functional components may be executed by the terminal device 12.

[0047] The storage means 50 has a function of storing player information 50A, character information 50B, quest information 50C, and the like.

[0048] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, reference character information, set character information, and a settable number.

[0049] The player rank increases, for example, when the player acquires player experience points.

[0050] The owned content information includes owned character information, owned item information, and the like.

[0051] The owned character information is stored in association with an owned character ID for each owned character owned by the player. This owned character ID is, for example, assigned each time the player acquires (owns) a character. For example, the owned character ID includes a higher numerical value the more recently acquired by the player the character is. Also, for example, the owned character ID includes different numerical values ​​even for the same type of character. The owned character information includes, for example, the character's character ID and ability parameters. Examples of ability parameters include level, hit points, attack power, defense power, etc. In the first embodiment, for example, when a character's level increases through a training game, the hit points, attack power, defense power, etc. of the character increase.

[0052] The owned item information includes item IDs and quantities of various items owned by the player. Examples of such items include game currency (e.g., paid items and non-paid items), weapons, armor, etc.

[0053] The reference character information includes the character ID of the reference character. The reference character is, for example, a character whose predetermined parameter (for example, level) is ranked in a predetermined order (for example, third place) from the top among the owned characters.

[0054] The set character information includes the character ID of each set character and a predetermined parameter (e.g., level) of each set character before setting. The set character is, for example, one or more characters that are set (selected) in advance by the player from among the characters owned by the player.

[0055] The settable number includes the number of characters that the player can set as a set character (upper limit). This settable number increases, for example, as the player's rank increases or the player consumes game currency.

[0056] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name and image (character image or icon image), ability information, rarity, etc. This character information 50B is updated as the game operator updates the game.

[0057] The ability information includes initial values ​​and upper limits of ability parameters (level, hit points, etc.), skills, etc. Skills include abilities to recover hit points of ally characters in a quest, or to inflict large damage on enemy characters.

[0058] The rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, by the number of stars. Characters with high rarity are set with advantageous ability parameters (for example, upper level limit), skills, etc. in the game (for example, quests).

[0059] The quest information 50C is stored for each quest in association with the quest ID of the quest. The quest information 50C includes the name and difficulty of the quest, enemy character information, and reward information for completing the quest.

[0060] The difficulty level includes, for example, numbers ranging from 1 to 6. For example, the difficulty level indicates that the higher the number, the more difficult it is to clear.

[0061] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.

[0062] The clear reward information includes a clear reward that can be acquired when a quest is cleared. Examples of the clear reward include game currency (non-chargeable item), character IDs of characters that can be acquired, player experience points, various items, and the like. For example, the higher the difficulty of the quest, the greater the amount of clear reward that can be acquired. For example, the clear reward for a certain quest includes 300 game currency and a weapon item.

[0063] The extraction means 52 is a functional means for extracting a predetermined number of characters. In the first embodiment, the extraction means 52 extracts a predetermined number of characters from among the characters owned by the player in descending order of a predetermined parameter (e.g., level). An example of this predetermined number is three. In other words, the extraction means 52 extracts, from among the owned characters, characters whose predetermined parameters are ranked from the top to a predetermined rank (e.g., third place) as higher-ranked characters. For example, when extracting a predetermined number of characters, if there are multiple characters with the same predetermined parameter, the extraction means 52 preferentially extracts from among the multiple characters the character whose owned character ID contains the highest numerical value (the character whose acquisition date and time is the latest). Furthermore, the extraction means 52 extracts a predetermined number of characters from among the owned characters, excluding characters that have already been set as set characters. Note that, when a predetermined parameter before setting of a character that has already been set as a set character is placed in a predetermined order from the top, the extraction means 52 may cancel the setting of the set character by the setting means 56 and extract the character.

[0064] The identification means 54 is a functional means for identifying one character as a reference character. In the first embodiment, the identification means 54 identifies a character having the lowest predetermined parameter (e.g., level) among the predetermined number of characters extracted by the extraction means 52 as the reference character. For example, when there are a plurality of characters having the lowest predetermined parameter among the predetermined number of extracted characters, the identification means 54 identifies a character having the highest numerical value included in the possessed character ID (the character having the latest acquisition date and time) among the plurality of characters as the reference character. Next, the identification means 54 stores the possessed character ID of the identified reference character in the reference character information of the player information 50A. In other words, the specification means 54 specifies, as the reference character, a character whose predetermined parameter is ranked in a predetermined order (for example, third place) from the top among the characters owned by the player.

[0065] The setting means 56 is a functional means for setting a character as a set character. In the first embodiment, the setting means 56 sets some or all of the owned characters not extracted by the extraction means 52 as set characters. For example, the setting means 56 sets one or more characters selected by the player from among the owned characters not extracted by the extraction means 52 as set characters on the setting screen. That is, the setting means 56 sets one or more characters selected by the player from among the owned characters excluding the higher-ranked characters extracted by the extraction means 52 as set characters. Next, the setting means 56 stores the owned character ID of the set set character in the set character information of the player information 50A.

[0066] Furthermore, the setting means 56 manages the settable number of set character information in the player information 50 A. For example, the setting means 56 increases the settable number when the player's rank increases or when the player consumes game currency.

[0067] Furthermore, the setting means 56 cancels the setting of the set character in response to an instruction from the player to cancel the setting of the set character on the setting screen (for example, pressing a setting cancellation button). For example, the setting means 56 refers to the set character information in the player information 50A and returns (for example, lowers) a predetermined parameter of the set character to a predetermined parameter before the setting. Next, the setting means 56 deletes information of the character whose setting has been canceled from the set character information in the player information 50A.

[0068] The control means 58 is a functional means for controlling the entire game. In the first embodiment, the control means 58 matches the predetermined parameters of each set character with the predetermined parameters (reference parameters) of a reference character. For example, the control means 58 matches (links) the predetermined parameters (e.g., level) of one or more set characters with the predetermined parameters (e.g., level) of the reference character by referring to the possessed character information, set character information, and reference character information of the player information 50A. Here, the control means 58 does not consume the cost (material content) associated with the player (owned by the player) when matching the predetermined parameters of the set characters with the predetermined parameters of the reference character. In other words, the control means 58 automatically matches the predetermined parameters of each set character with the predetermined parameters of the reference character.

[0069] Furthermore, the control means 58 displays change information indicating that the reference character has been changed to another character. For example, the control means 58 displays the change information on the touch panel 32 of the terminal device 12 possessed by the player based on the fact that the owned character ID included in the reference character information of the player information 50A has been changed at a predetermined timing (for example, at a timing when a predetermined parameter of the owned character has changed).

[0070] For example, the change information includes a name or an image of the changed different character (reference character). Specifically, the control means 58 refers to the reference character information of the player information 50A, the character information 50B, etc., and causes the touch panel 32 to display the change information including the name or image of the changed different character.

[0071] Furthermore, for example, the change information includes a predetermined parameter of the changed different character (reference character). Specifically, the control means 58 refers to the possessed character information and reference character information of the player information 50A, and causes the touch panel 32 to display the change information including a predetermined parameter (for example, a level) of the changed different character (reference character).

[0072] Furthermore, the control means 58 increases a predetermined parameter of a training character in response to a request (strengthening instruction) from the player to train the training character on a training screen including an image showing the training character designated by the player as a training target from among the owned characters. Examples of the image showing the training character include the name and image of the training character. For example, the control means 58 consumes a cost associated with the player (for example, material content owned by the player) when increasing the predetermined parameter of the training character.

[0073] In the first embodiment, the control means 58 prohibits the player from raising a set character from among the owned characters. For example, the control means 58 prohibits the designation of a set character from the list of owned characters as a raised character, and does not transition to the development screen. Note that, when a set character from the list of owned characters is designated as a raised character, the control means 58 may make it impossible to issue a strengthening instruction for the set character on the development screen (disable the strengthening button). By configuring in this way, it is possible to suppress the complexity of the process of matching the predetermined parameters and the confusion that may occur to the player.

[0074] Furthermore, when the reference character is changed to another character as a result of increasing a predetermined parameter of the development character, the control means 58 displays change information on the development screen. For example, the change information includes an inquiry as to whether or not to switch the development character to another changed character (reference character). For example, when there is a request (switching instruction) from the player to switch, the control means 58 switches the development character to another changed character (reference character).

[0075] The change information may be automatically switching the development character to another character (reference character) without a query. For example, the development screen may display an image indicating that the development character has been switched to another character (reference character) or the changed character (reference character).

[0076] Furthermore, when a request is made by the player to switch the development character to another character (reference character), the control means 58 may automatically switch the development character to another character (reference character) without making any inquiry from the second time onwards. Similarly, when a request is made by the player not to switch, the control means 58 may not make any inquiry from the second time onwards and may not switch the development character. With this configuration, even if the reference character is frequently changed, the player will not feel bothered.

[0077] <Display process flow> 5 is a flow chart showing an example of a process flow for displaying change information indicating that the reference character has been changed in the game system 1 according to the first embodiment. The process of the following steps is started when the player selects the owned characters tab in the character menu and then designates one character (character C) from the list of owned characters as a character to be developed. The order and contents of the following steps can be changed as appropriate.

[0078] (Step SP10) The control means 58 causes a development screen including an image showing a development character to be displayed on the touch panel 32. For example, this development character is a reference character.

[0079] FIG. 6 is a diagram showing an example of a breeding screen 60 including an image showing a character to be raised.

[0080] As shown in FIG. 6, the character training screen 60 is provided with a character training information area 62, a cost information area 64, a cancel button 66, and an enhancement button 68. The development character information area 62 displays an image of the development character, ability parameters including predetermined parameters (levels), etc. Also, the image of the development character is marked with a mark M indicating that the development character (character C) is a reference character. The cost information area 64 displays the cost (material contents) required to increase the predetermined parameter (level) of the character being trained by one level, and the cost owned by the player. The cancel button 66 is a button for issuing an instruction to return to the screen showing the list of owned characters without training the character being trained (strengthening the predetermined parameters). The strengthening button 68 is a button for issuing an instruction to increase a predetermined parameter (level) of the training character. For example, the player can increase the predetermined parameter of the training character by one each time the player presses the strengthening button 68. Note that this strengthening button 68 can be instructed when the predetermined parameter of the training character is lower than the upper limit value and the player has the cost. Also, when the predetermined parameter of the training character is at the upper limit value, this strengthening button 68 is replaced with a button for issuing an instruction to transition to a screen for evolving the training character.

[0081] Returning to FIG. 5, the process proceeds to step SP12.

[0082] (Step SP12) The control means 58 judges whether or not a strengthening instruction has been given by the player. For example, the control means 58 judges whether or not the strengthening button has been pressed on the training screen. If the judgment is affirmative, the process proceeds to step SP14. On the other hand, if the judgment is negative, that is, if the cancel button has been pressed, the process ends the series of processes shown in FIG. 5.

[0083] (Step SP14) The control means 58 consumes the cost (material contents) owned by the player to perform a strengthening synthesis to increase a predetermined parameter (for example, the level) of the character to be raised by 1. Then, the process proceeds to the process of step SP16.

[0084] (Step SP16) The extraction means 52 refers to the owned character information of the player information 50A and extracts a predetermined number (e.g., three) of characters from the owned characters in descending order of predetermined parameters (e.g., levels). For example, the extraction means 52 extracts, from the owned characters, character A with a predetermined parameter of 90, character B with a predetermined parameter of 65, and character C with a predetermined parameter of 60. Then, the process proceeds to the process of step SP18.

[0085] (Step SP18) The identification means 54 identifies the character having the lowest predetermined parameter (e.g., level) among the predetermined number of characters extracted in step SP16 as the reference character. For example, the identification means 54 identifies character C, whose predetermined parameter is 60, as the reference character. Then, the process proceeds to the process of step SP20.

[0086] (Step SP20) The specification means 54 stores the possessed character ID of the reference character (character C) specified in step SP18 in the reference character information of the player information 50A. Then, the process proceeds to the process of step SP22.

[0087] (Step SP22) The control means 58 refers to the owned character information, set character information, and reference character information of the player information 50A, and matches (links) the predetermined parameters (e.g., level) of each set character with the predetermined parameters of the reference character. For example, the control means 58 stores the predetermined parameters of each set character as 60, which is the predetermined parameter (reference parameter) of the reference character (character C), in the owned character information of the player information 50A. Then, the process proceeds to step SP24.

[0088] (Step SP24) The control means 58 judges whether or not the reference character has been changed to another character. For example, the control means 58 judges whether or not the owned character ID included in the reference character information of the player information 50A in step SP20 has been changed to another owned character ID. If the judgment is affirmative, the process proceeds to step SP26. On the other hand, if the judgment is negative, the process proceeds to step SP10.

[0089] (Step SP26) The control means 58 causes the touch panel 32 to display a cultivation screen including the change information.

[0090] FIG. 7 is a diagram showing an example of a development screen 70 including change information.

[0091] As shown in FIG. 7, the development screen 70 is provided with a change information area 72, an inquiry information area 74, a cancel button 76, and a switch button 78. The change information area 72 displays information indicating that the reference character has been changed to another character, an image and predetermined parameters indicating the previous reference character (character C), an image and predetermined parameters indicating the new reference character (character B), etc. Also, the image indicating the new reference character is marked with a mark M indicating that it is the reference character. The inquiry information area 74 displays an inquiry as to whether or not to switch the character being raised to a new reference character (character B). The cancel button 76 is a button for issuing an instruction to continue raising the character without switching the character to be raised. The switch button 78 is a button for issuing an instruction to switch the character being raised to a new reference character (character B).

[0092] Returning to FIG. 5, the process proceeds to step SP28.

[0093] (Step SP28) The control means 58 judges whether or not a switching instruction has been issued by the player. For example, the control means 58 judges whether or not a switching button has been pressed on a training screen including change information. If the judgment is negative, that is, if a cancel button has been pressed to continue training without switching the training character, the process proceeds to step SP10.

[0094] FIG. 8 is a diagram showing an example of a breeding screen 80 in the case where breeding is continued without switching breeding characters.

[0095] As shown in FIG. 8, the character training screen 80 is provided with a character training information area 82, a cost information area 84, a cancel button 86, and an enhancement button 88. In the development character information area 82, an image showing the development character, ability parameters including predetermined parameters (level), and the like are displayed.

[0096] Returning to FIG. 5, if the determination in step SP28 is affirmative, the process proceeds to step SP30.

[0097] (Step SP30) The control means 58 switches the character to be raised to the reference character, and the process proceeds to step SP10.

[0098] FIG. 9 is a diagram showing an example of the breeding screen 90 in which the breeding character has been switched to the reference character.

[0099] As shown in FIG. 9, the character development screen 90 is provided with a character development information area 92, a cost information area 94, a cancel button 96, and an enhancement button 98. The development character information area 92 displays an image of the development character, ability parameters including predetermined parameters (levels), etc. Also, the image of the development character is marked with a mark M indicating that the development character (character B) is a reference character.

[0100] <Effects> As described above, in the first embodiment, the computer functions as extraction means 52 which extracts a predetermined number of contents owned by the player in order of highest predetermined parameter, identification means 54 which identifies, from the extracted contents, the content with the lowest predetermined parameter as reference content, setting means 56 which sets some or all of the owned contents not extracted as set content, and control means 58 which matches the predetermined parameters of each of the set content with the predetermined parameters of the reference content, and the control means 58 displays change information indicating that the reference content has been changed to different content.

[0101] According to this configuration, since change information is displayed based on the fact that the reference content has been changed to another content, it is possible to allow the player to easily recognize the reference content that serves as the reference for the predetermined parameter.

[0102] In the first embodiment, the change information includes the name or image of the changed different content.

[0103] According to this configuration, since the name or image of the changed different content is included in the change information, it is possible to allow the player to easily recognize the reference content that serves as the reference for the predetermined parameter.

[0104] In the first embodiment, the modification information includes a predetermined parameter of the different content that has been modified.

[0105] According to this configuration, since the change information includes the predetermined parameters of the changed different content, it is possible to allow the player to easily recognize the predetermined parameters of the reference content that serve as the basis for the predetermined parameters.

[0106] In addition, in the first embodiment, the content designated by the player as the development target from among the owned contents is set as the development content, and the control means 58 increases a specified parameter of the development content on a development screen including an image showing the development content in response to a request from the player to develop the development content, and when the reference content is changed to another content as a result of increasing the specified parameter of the development content, the control means 58 displays change information on the development screen.

[0107] According to this configuration, since the change information is displayed on the development screen, the player who is developing the content can easily recognize the reference content that serves as the basis for the predetermined parameters.

[0108] In addition, in the first embodiment, the change information includes an inquiry as to whether or not to switch the development content to another changed content, and when a request to switch is received from the player, the control means 58 switches the development content to the other changed content.

[0109] According to this configuration, the player can request to switch the training content to another changed content, so that the player can easily recognize the reference content that is the basis for the predetermined parameters. Also, the player can easily increase the predetermined parameters of the changed other content (reference content), and thus easily match (increase) the predetermined parameters of the setting content.

[0110] In addition, in the first embodiment, the change information is to switch the training content to another changed content.

[0111] According to this configuration, since the training content is changed to another content that has been changed to the reference content, the player does not feel bothered. Also, the player can easily increase a predetermined parameter of the other content (reference content).

[0112] Furthermore, in the first embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0113] According to this configuration, it is possible to prevent the player from erroneously increasing the predetermined parameters of owned contents other than the reference content, thereby reducing the cost.

[0114] Furthermore, in the first embodiment, the control means 58 does not incur any cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0115] According to this configuration, the player can reduce the effort required to obtain the cost of developing setting content, thereby providing the player with motivation to play the game. ---Second embodiment--- Next, a second embodiment will be described.

[0116] The second embodiment differs from the first embodiment in that the control means 58 switches the development character to the reference character based on the designation of a set character as the development character. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to those of the game system according to the first embodiment.

[0117] In the second embodiment, the control means 58 switches the raised character to a reference character based on the designation of a set character as the raised character. For example, when a set character is designated as the raised character, the control means 58 automatically switches the raised character to a reference character. Then, the control means 58 displays a raised screen including an image showing the reference character. For example, this raised screen includes information indicating that the raised character has been switched to the reference character because the designated raised character was a set character.

[0118] For example, when a set character is designated as a development character, the control means 58 inquires as to whether or not to switch the development character to a reference character. Then, when the player issues a switch request (switch instruction) in response to the inquiry, the control means 58 switches the development character to the reference character. Then, the control means 58 displays a development screen including an image showing the reference character. On the other hand, when there is a request from the player not to switch in response to the inquiry, the control means 58 does not switch the development character to the reference character, erases the inquiry, and displays a screen listing the owned characters for designating the development character. In addition, the setting means 56 may cancel the setting of the development character (setting character) when there is a request from the player not to switch. Next, the control means 58 displays a development screen including an image showing the character whose setting has been canceled as a development character.

[0119] Furthermore, when a set character is designated as a development character, the control means 58 accepts an instruction from the player to switch the development character to a reference character on a development screen including an image showing the development content. That is, even when a set character is designated as a development character, the control means 58 displays the development screen without inquiring whether or not to switch the development character to a reference character. On this development screen, for example, a strengthening button for issuing an instruction to strengthen the development character (set character) is not provided (is disabled), but instead a switching button for issuing an instruction to switch the development character to the reference character is provided. Next, the control means 58 switches the development character to the reference character on the development screen in response to the switching instruction from the player (pressing the switching button). In addition, the training screen may be provided with a setting release button for issuing an instruction to release the setting of the training character (setting character). For example, the setting means 56 releases the setting of the training character in response to the instruction to release (pressing the setting release button). Next, the control means 58 provides (enables) an enhancement button on the training screen.

[0120] <Switching process flow> 10 is a flow chart showing an example of a process flow for switching a training character to a reference character in the game system 1 according to the second embodiment. The process of the following steps is started, for example, when the player selects a tab for a character owned in the character menu. The order and contents of the following steps can be changed as appropriate.

[0121] (Step SP40) The control means 58 causes the touch panel 32 to display a list of characters owned, which allows the player to specify a character to be developed.

[0122] FIG. 11 is a diagram showing an example of the owned character list screen 100 for designating a character to be trained.

[0123] As shown in FIG. 11, the owned character list screen 100 is provided with an owned character information area 102 and a back button 104. In the owned character information area 102, images and predetermined parameters (levels) showing each of the player's owned characters, information showing whether or not the character is a set character, etc. are displayed. In addition, in the owned character information area 102, a mark M is attached to the reference character. In addition, in the owned character information area 102, the predetermined parameters of the set character are displayed with the same values ​​as the predetermined parameters of the reference character, and are displayed in a manner different from the predetermined parameters of characters other than the set character. Note that in the owned character information area 102, the predetermined parameters of the set character before setting may also be displayed. The back button 104 is a button for issuing an instruction to return (transition) from the character menu to the main menu screen. When the back button 104 is instructed, the series of processes shown in FIG.

[0124] Returning to FIG. 10, the process proceeds to step SP42.

[0125] (Step SP42) The control means 58 judges whether or not the set character has been designated as a character to be developed by the player. For example, the control means 58 judges whether or not an image showing the set character has been designated (pressed) on the owned character list screen. If the judgment is affirmative, the process proceeds to step SP44. On the other hand, if the judgment is negative, that is, if an image showing a character other than the set character has been designated, the process proceeds to step SP52.

[0126] (Step SP44) The control means 58 causes the touch panel 32 to display a list of characters in possession, including an inquiry as to whether or not to switch the character to be raised.

[0127] FIG. 12 is a diagram showing an example of the owned character list screen 110 including an inquiry as to whether or not to switch the character being raised.

[0128] As shown in FIG. 12, the owned character list screen 110 is provided with a designated character information area 112, a query information area 114, a cancel button 116, and a switch button 118. The designated character information area 112 displays information indicating that a set character has been designated as a character to be raised. In the inquiry information area 114, an inquiry as to whether or not to switch the character to be raised to the reference character (character C) is displayed. The cancel button 116 is a button for issuing an instruction to erase the inquiry without switching the character to be raised, and to return to the screen for designating the character to be raised (the screen listing the characters owned). The switch button 118 is a button for issuing an instruction to switch the character being raised to the reference character (character C).

[0129] Returning to FIG. 10, the process proceeds to step SP46.

[0130] (Step SP46) The control means 58 judges whether or not a switching instruction has been issued by the player. For example, the control means 58 judges whether or not a switching button has been pressed on a possessed character list screen including an inquiry as to whether or not to switch the development character. If the judgment is affirmative, the process proceeds to step SP48. On the other hand, if the judgment is negative, i.e., if the cancel button has been pressed, the process proceeds to step SP40.

[0131] (Step SP48) The control means 58 switches the character to be raised to the reference character, and the process proceeds to step SP50.

[0132] (Step SP50) The control means 58 causes the touch panel 32 to display a breeding screen in which the breeding character has been switched to the reference character.

[0133] FIG. 13 is a diagram showing an example of the breeding screen 120 in which the breeding character has been switched to the reference character.

[0134] As shown in FIG. 13, the character development screen 120 is provided with a character development information area 122, a cost information area 124, a cancel button 126, and an enhancement button 128. The development character information area 122 displays information such as that the development character has been switched to a reference character, an image showing the development character (reference character), and ability parameters including predetermined parameters (level).

[0135] Then, the series of processes shown in FIG. 10 ends.

[0136] (Step SP52) The control means 58 causes a raising screen including an image showing the designated raising character to be displayed on the touch panel 32. This raising screen is the same as that shown in Fig. 8. Then, the process ends with the series of processes shown in Fig. 10.

[0137] <Effects> As described above, in the second embodiment, the computer functions as an extraction means 52 which extracts a predetermined number of contents owned by the player in order of highest predetermined parameter, an identification means 54 which identifies the content with the lowest predetermined parameter from the extracted contents as reference content, a setting means 56 which sets some or all of the owned contents not extracted as set content, and a control means 58 which matches the predetermined parameters of each set content with the predetermined parameters of the reference content, and the content designated by the player as a training target from among the owned contents is designated as training content, and the control means 58 switches the training content to the reference content based on the designation of the set content as training content.

[0138] According to this configuration, when a set content is designated as the development content, the development content is switched to the reference content, so that the player can easily recognize the reference content that serves as the basis for the specified parameters.

[0139] In addition, in the second embodiment, when a set content is specified as the development content, the control means 58 inquires as to whether or not to switch the development content to the reference content, and when the player requests to switch in response to the inquiry, the control means 58 switches the development content to the reference content.

[0140] According to this configuration, since the player can request to switch the training content to the reference content, the player can easily recognize the reference content that is the basis for the predetermined parameter. Also, the player can easily increase the predetermined parameter of the reference content, and thus easily match (increase) the predetermined parameter of the setting content.

[0141] In addition, in the second embodiment, when the player requests not to switch in response to an inquiry, the setting means 56 cancels the setting of the development content, and the control means 58 displays a development screen including an image showing the development content whose setting has been canceled.

[0142] According to this configuration, if the development content is not switched to the reference content, the setting of the development content is cancelled, so that the player can develop the development content immediately.

[0143] In addition, in the second embodiment, when a set content is specified as the development content, the control means 58 receives an instruction from the player to switch the development content to a reference content on a development screen including an image showing the development content, and the control means 58 switches the development content to the reference content in response to the instruction to switch.

[0144] According to this configuration, even if the player designates the setting content as the training content, the player can instruct the training content to be switched to the reference content on the training screen. Therefore, the player can easily increase the predetermined parameter of the reference content, and thereby easily match (increase) the predetermined parameter of the setting content.

[0145] Furthermore, in the second embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0146] According to this configuration, it is possible to prevent the player from erroneously increasing the predetermined parameters of owned contents other than the reference content, thereby reducing the cost.

[0147] Furthermore, in the second embodiment, the control means 58 does not incur any cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0148] According to this configuration, the player can reduce the effort required to obtain the cost of developing setting content, thereby providing the player with motivation to play the game. ---Third embodiment--- Next, a third embodiment will be described.

[0149] The third embodiment differs from the second embodiment in that the setting means 56 cancels the setting of the development character based on the designation of the development character as the development character. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are similar to those of the game systems according to the first and second embodiments.

[0150] In the third embodiment, the setting means 56 cancels the setting of a set character based on the designation of the set character as a development character by the player. For example, when a set character is designated as a development character, the control means 58 automatically cancels the setting of the set character. Next, the control means 58 displays a development screen including an image showing the development character whose setting has been canceled. For example, this development screen includes information indicating that the designated development character was a development character and therefore the setting of the development character has been canceled.

[0151] Furthermore, when a set character is designated as a development character, the control means 58 inquires of the player as to whether or not to cancel the setting of the development character. Then, when the player requests cancellation in response to the inquiry, the setting means 56 cancels the setting of the development character. Then, the control means 58 displays a development screen including an image showing the development character whose setting has been cancelled. On the other hand, when the player makes a request not to cancel the inquiry, the control means 58 erases the inquiry and displays a screen listing the characters in possession for designating a character to be developed. In addition, when there is a request from the player not to cancel, the control means 58 may switch the development character to the reference character. Next, the control means 58 displays a development screen including an image showing the reference character as the development character.

[0152] Furthermore, when a set character is designated as a development character, the control means 58 accepts an instruction from the player to cancel the setting of the development character on a development screen including an image showing the development character. That is, even when a set character is designated as a development character, the control means 58 displays the development screen without inquiring whether or not to cancel the setting of the development character. On this development screen, for example, a strengthening button for issuing an instruction to strengthen the development character (set character) is not provided (is disabled), but instead a setting cancellation button for issuing an instruction to cancel the setting of the development character is provided. Next, the setting means 56 cancels the setting of the development character in response to the instruction to cancel (pressing the setting cancellation button). Next, the control means 58 provides (enables) the strengthening button on the development screen. In addition, this training screen may be provided with a switching button for issuing an instruction to switch the training character (set character) to the reference character. For example, the control means 58 displays an image showing the reference character and a training screen provided with a strengthening button (enabled) in response to an instruction to switch (pressing the switching button).

[0153] <Flow of the setting cancellation process> 14 is a flow chart showing an example of the flow of processing for canceling the setting of a development character in the game system 1 according to the third embodiment. The processing of the following steps is started, for example, when the player selects the tab of the owned character in the character menu. The order and contents of the following steps can be changed as appropriate.

[0154] (Step SP60 to Step SP62) The processing in steps SP60 to SP62 is similar to the processing in steps SP40 to SP42 described above, and therefore a description thereof will be omitted.

[0155] (Step SP64) The control means 58 causes the touch panel 32 to display a screen listing the owned characters, including an inquiry as to whether or not to cancel the setting.

[0156] FIG. 15 is a diagram showing an example of the owned character list screen 130 including an inquiry as to whether or not to cancel the setting.

[0157] As shown in FIG. 15, the owned character list screen 130 is provided with a designated character information area 132, a query information area 134, a cancel button 136, and a setting release button 138. The designated character information area 132 displays information indicating that a set character has been designated as a character to be raised. The inquiry information area 134 displays an inquiry as to whether or not to cancel the setting of the development character. The inquiry information area 134 also displays predetermined parameters of the development character before the setting is cancelled (current) and predetermined parameters after the setting is cancelled (before the setting). The cancel button 136 is a button for issuing an instruction to erase the inquiry and return to the screen for designating a character to be raised (the screen listing characters owned) without cancelling the setting of the character to be raised. The setting release button 138 is a button for issuing an instruction to release the setting of the character to be raised.

[0158] Returning to FIG. 14, the process proceeds to step SP66.

[0159] (Step SP66) The control means 58 judges whether or not a cancellation instruction has been issued by the player. For example, the control means 58 judges whether or not the Cancel Setting button has been pressed on the owned character list screen including an inquiry as to whether or not to cancel the setting. If the judgment is affirmative, the process proceeds to step SP68. On the other hand, if the judgment is negative, i.e., if the Cancel button has been pressed, the process proceeds to step SP60.

[0160] (Step SP68) The setting means 56 cancels the setting of the development character (set character) designated by the player. For example, the setting means 56 refers to the set character information of the player information 50A and returns the predetermined parameters of the designated development character (set character) to the predetermined parameters before the setting. Next, the setting means 56 deletes the information of the character whose setting has been cancelled from the set character information of the player information 50A. Then, the process proceeds to the process of step SP70.

[0161] (Step SP70) The control means 58 causes the touch panel 32 to display a breeding screen including an image showing the breeding character whose setting has been cancelled.

[0162] FIG. 16 is a diagram showing an example of the breeding screen 140 including an image showing a breeding character whose setting has been cancelled.

[0163] As shown in FIG. 16, the character development screen 140 is provided with a character development information area 142, a cost information area 144, a cancel button 146, and an enhancement button 148. The development character information area 142 displays information such as that the development character setting has been cancelled, an image showing the development character, and ability parameters including the predetermined parameters (level) after the setting has been cancelled.

[0164] Then, the series of processes shown in FIG. 16 ends.

[0165] (Step SP72) The process of step SP72 is the same as that of step SP52 described above, and therefore the explanation thereof will be omitted. Then, the process ends the series of processes shown in FIG.

[0166] <Effects> As described above, in the third embodiment, the computer functions as an extraction means 52 which extracts a predetermined number of contents owned by the player in order of highest predetermined parameters, an identification means 54 which identifies, from the extracted contents, the content with the lowest predetermined parameter as reference content, a setting means 56 which sets some or all of the owned contents not extracted as setting content at the player's request, and a control means 58 which matches the predetermined parameters of each of the setting content with the predetermined parameters of the reference content, and the setting means 56 cancels the setting of the setting content based on the designation of the setting content as development content by setting the content designated by the player as development content from among the owned contents.

[0167] According to this configuration, the setting of the setting content is cancelled based on the designation of the setting content as the development content, thereby reducing the effort required for the player to directly develop the setting content.

[0168] In addition, in the third embodiment, when setting content is specified as development content, the control means 58 inquires of the player as to whether or not to cancel the setting of the development content, and the setting means 56 cancels the setting of the development content if the player requests cancellation in response to the inquiry.

[0169] According to this configuration, when setting content is specified as development content, the player can request that the setting of the development content (setting content) be cancelled, thereby reducing the effort required for the player to directly develop the setting content.

[0170] Furthermore, in the third embodiment, when the player makes a request not to cancel in response to an inquiry, the control means 58 switches the training content to the reference content.

[0171] According to this configuration, if the setting of the development content (setting content) is not cancelled, the development content is switched to the reference content, thereby reducing the effort required for the player to develop the reference content.

[0172] In addition, in the third embodiment, when setting content is specified as development content, the control means 58 accepts an instruction from the player to cancel the setting of the development content on a development screen including an image showing the development content, and the setting means 56 cancels the setting of the development content in response to the instruction to cancel.

[0173] With this configuration, even if a player specifies setting content as development content, the player can give instructions on the development screen to cancel the setting of that development content, thereby reducing the effort required for the player to directly develop the setting content.

[0174] Furthermore, in the third embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0175] According to this configuration, in cases where a player wishes to directly develop setting content by spending money, the effort required for such development can be reduced, thereby preventing the player's motivation for the game from decreasing.

[0176] Furthermore, in the third embodiment, the control means 58 does not incur any cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0177] According to this configuration, the player can reduce the effort required to obtain the cost of developing setting content, thereby providing the player with motivation to play the game. ---Fourth embodiment--- Next, a fourth embodiment will be described.

[0178] The fourth embodiment differs from the first embodiment in that the control means 58 provides an instruction area for developing a reference character on the setting screen. Note that the configuration and functions of the game system according to the fourth embodiment, which are not described below, are similar to those of the game systems according to the first to third embodiments.

[0179] In the fourth embodiment, the control means 58 provides an instruction area for increasing a predetermined parameter of a reference character on a setting screen where the player sets a setting character. For example, the control means 58 provides an instruction area (development button) on the setting screen for designating the reference character as a development character and transitioning to a development screen where the predetermined parameter can be increased. The control means 58 may provide an enhancement button on the setting screen for issuing an enhancement instruction to increase a predetermined parameter of the reference character. For example, the control means 58 increases the predetermined parameter of the reference character by 1 each time the enhancement button is pressed by the player on the setting screen. The setting screen may display the cost (material content) required to increase the predetermined parameter of the reference character by 1, and the cost owned by the player.

[0180] Furthermore, when the reference character is changed to another character due to an increase in a predetermined parameter of the reference character, the control means 58 displays change information indicating the change. The control means 58 may display this change information on the setting screen or on the development screen.

[0181] <Flow of the training process> 17 is a flowchart showing an example of a process flow for raising a reference character from a setting screen in the game system 1 according to the fourth embodiment. The process of the following steps is started when the player selects the setting tab in the character menu. The order and contents of the following steps can be changed as appropriate.

[0182] (Step SP80) The control means 58 causes the touch panel 32 to display a setting screen for setting a set character.

[0183] FIG. 18 is a diagram showing an example of a setting screen 150 for setting a set character.

[0184] As shown in FIG. 18, the setting screen 150 is provided with a higher-level character information area 152, a development button 154, a set character information area 156, an add button 157, a cancel setting button 158, and a back button 159. The higher-ranking character information area 152 displays images of characters (higher-ranking characters) with higher (1st to 3rd) predetermined parameters (levels) including the reference character among the characters owned by the player, as well as the predetermined parameters (levels) of the higher-ranking characters. Also, a mark M is attached to the reference character. The development button 154 is an instruction area for increasing a predetermined parameter of a reference character. For example, the development button 154 is a button for designating the reference character as a development character and instructing transition to a development screen where the predetermined parameter can be increased. The set character information area 156 displays images of characters owned by the player that the player has set as set characters, and the predetermined parameters of the set characters that match the predetermined parameters of the reference character. The set character information area 156 also displays the number of set characters set by the player and the number that can be set. Note that the set character information area 156 may also display the predetermined parameters of each set character before they are set. The add button 157 is a button for issuing an instruction to add a new setting character from among the characters owned by the player, excluding high-ranking characters. The setting release button 158 is a button for issuing an instruction to release the setting of each set character. The back button 159 is a button for issuing an instruction to return (transition) from the character menu to the main menu screen.

[0185] Returning to FIG. 17, the process proceeds to step SP82.

[0186] (Step SP82) The control means 58 judges whether or not a training instruction has been given by the player. For example, the control means 58 judges whether or not the training button has been pressed on the setting screen. If the judgment is affirmative, the process proceeds to step SP84. On the other hand, if the judgment is negative (for example, if the back button has been pressed), the process ends the series of processes shown in FIG. 17.

[0187] (Step SP84 to Step SP104) The processing in steps SP84 to SP104 is similar to the processing in steps SP10 to SP30 described above, and therefore the explanation thereof will be omitted.

[0188] <Effects> As described above, in the fourth embodiment, a computer is made to function as extraction means 52 which extracts a predetermined number of contents owned by the player in order of highest predetermined parameter, identification means 54 which identifies, from the extracted contents, the content with the lowest predetermined parameter as reference content, setting means 56 which sets some or all of the owned contents not extracted as setting content, and control means 58 which matches the predetermined parameters of each of the setting contents with the predetermined parameters of the reference content, and the control means 58 provides an instruction area for increasing the predetermined parameter of the reference content on a setting screen where the player sets the setting content.

[0189] According to this configuration, since the setting screen for the setting content has an instruction area for increasing a predetermined parameter of the reference content, it is possible to reduce the effort required by the player to develop the reference content.

[0190] Furthermore, in the fourth embodiment, the control means 58 displays change information indicating a change to another content when the reference content is changed due to an increase in a predetermined parameter of the reference content.

[0191] According to this configuration, change information is displayed on the setting screen based on the fact that the reference content has been changed to another content, so that the player can easily recognize the reference content that serves as the basis for the specified parameter.

[0192] In the fourth embodiment, the change information includes the name or image of the changed different content.

[0193] According to this configuration, since the name or image of the changed different content is included in the change information, it is possible to allow the player to easily recognize the reference content that serves as the reference for the predetermined parameter.

[0194] In the fourth embodiment, the modification information includes a predetermined parameter of the different content that has been modified.

[0195] According to this configuration, since the change information includes the predetermined parameters of the changed different content, it is possible to allow the player to easily recognize the predetermined parameters of the reference content that serve as the basis for the predetermined parameters.

[0196] Furthermore, in the fourth embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the reference content.

[0197] According to this configuration, in a case where a player wishes to spend money to develop reference content, the effort required for such development can be reduced, thereby preventing the player's motivation for the game from decreasing.

[0198] Furthermore, in the fourth embodiment, the control means 58 does not incur any cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0199] According to this configuration, the player can reduce the effort required to obtain the cost of developing setting content, thereby providing the player with motivation to play the game.

[0200] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0201] For example, in the first embodiment, the control means 58 has been described as matching the predetermined parameters of each set character with the predetermined parameters of the reference character when the predetermined parameters of the development character increase, but this is not limited to this. For example, the timing for matching the predetermined parameters may be at regular intervals, when the player logs in, before the character menu (the owned character list screen or the setting screen, etc.) is displayed, before a quest is executed, when the player acquires (owns) a character, when an owned character is sold (released), when an owned character is consumed as a material character, etc.

[0202] Also, in the first embodiment, the control means 58 has been described as displaying change information at the timing when a specified parameter of the development character increases, but the change information may also be displayed at the timing when the player acquires (owns) a character, when an owned character is sold (released), when an owned character is consumed as a material character, etc.

[0203] In the first embodiment, the case where the training game consumes material content that is predetermined for each of the predetermined parameters of the training character as the first character synthesis has been described, but material content arbitrarily selected by the player may be consumed in the first character synthesis. For example, the first character synthesis may be a synthesis in which the player arbitrarily selects a training character from among the characters owned by the player and combines the training character with material content to be consumed to strengthen the training character.

[0204] In the first embodiment, the control means 58 increases the predetermined parameter of the training character on the training screen, but the predetermined parameter may be decreased. For example, the control means 58 may decrease the predetermined parameter on the training screen when the game can be advanced more advantageously as the predetermined parameter is lowered. Examples of the predetermined parameter include the number of turns required to activate a skill and a cost value required to organize owned characters into a deck (party). In this case, the reference character may be a character with a predetermined parameter in a predetermined order (e.g., third place) from the bottom among the characters owned by the player.

[0205] In the first embodiment, the control means 58 does not consume the cost (material content) associated with the player when matching the predetermined parameters of the set character with the predetermined parameters of the reference character, but the cost may be consumed. Also, this cost may be the passage of time.

[0206] In the first embodiment, the set characters are, for example, one or more characters that are set (selected) in advance by the player among the characters owned by the player. However, the set characters may be set automatically without being selected by the player. For example, the setting means 56 may automatically set a predetermined number (a settable number or less) of characters owned by the player that were not extracted by the extraction means 52. For example, the setting means 56 may preferentially set characters with high rarity or characters with low predetermined parameters (levels).

[0207] In the first embodiment, a reference character is designated as the character to be raised on the raising screen in Fig. 6, but a character other than the reference character may be designated. Here, when a character whose predetermined parameter is the fifth highest is raised, and the predetermined parameter of the character becomes the reference character (becoming third highest), the control means 58 displays the change information. In addition, this change information only needs to have a change information area indicating that the development character has become the reference character, and there is no need to have an inquiry information area or a switching button.

[0208] In the fourth embodiment, the control means 58 displays an instruction area (development button) on the setting screen for increasing a predetermined parameter of a reference character, but an image showing the character (reference character) may be the instruction area. The setting screen may also be provided with an instruction area for increasing a predetermined parameter of each higher-ranked character. The setting screen may also be provided with an instruction area for canceling the settings of each set character and transitioning the character whose setting has been canceled to the development screen as a development character.

[0209] In the first to fourth embodiments, the reference character is one character (one body), but it may be a plurality of characters. For example, when there are a plurality of characters with the lowest predetermined parameters (for example, levels) among a predetermined number of characters (higher characters) extracted by the extraction means 52, the identification means 54 identifies the plurality of characters as reference characters. In this case, the control means 58 may collectively raise (increase the predetermined parameters) the plurality of reference characters on the training screen or the setting screen. For example, the training screen or the setting screen may display an image showing each of the plurality of reference characters, or a button for collectively raising the predetermined parameters of each of the plurality of reference characters. For example, when the reference character is changed to another character due to the collectively increasing of the predetermined parameters of each of the plurality of reference characters, the control means 58 displays change information including an image showing the other character. It should be noted that the other characters may be a plurality of characters.

[0210] In addition, in the first to fourth embodiments, the specified parameter has mainly been described as level, but it may also be luck, upper level limit, skill level, rarity, hit points, attack power, defense power, etc.

[0211] Furthermore, in the first to fourth embodiments, a character is mainly used as an example of content, but the content may be a weapon item, an armor item, a card, an avatar, a costume, and the like. [Explanation of symbols]

[0212] 10. Server equipment 12...Terminal device 50...Memory means 52...Extraction means 54…Identification means 56...Setting method 58...Control means

Claims

[Claim 1] Computer, extraction means for extracting a predetermined number of contents from the contents owned by the player in descending order of a predetermined parameter; an identification means for identifying, from among the extracted contents, the content having the lowest predetermined parameter as a reference content; a setting means for setting a part or all of the unextracted owned content as set content in response to a request from the player; a control means for matching predetermined parameters of each of the set contents with predetermined parameters of the reference content; It functions as The content designated by the player as a training target from among the owned contents is set as training content, The setting means cancels the setting of the set content based on the designation of the set content as the development content. program.