Program and information processing device
Patent Information
- Application Number
- JP2023179932
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-19
- Publication Date
- 2026-03-04
AI Technical Summary
In games where players develop content, identifying and developing standard content with predetermined parameters is cumbersome due to varying rankings of owned content, requiring manual search and selection.
A program and information processing device that automatically extracts and sets reference content with the lowest predetermined parameter, matches parameters of other content with it, and consumes costs to increase these parameters, changing the reference content periodically.
Reduces the effort required to develop standard content by automating the parameter increase process, minimizing manual intervention and cost consumption.
Smart Images

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Abstract
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 effort of developing content, it is conceivable to set a content among owned contents whose predetermined parameter has a predetermined rank (e.g., third place) as the reference content, and to make the predetermined parameters of other content (setting content) match the predetermined parameters (reference parameters) of the reference content. Meanwhile, the rank of the predetermined parameters in the owned contents varies depending on game play. For this reason, when a player wants to increase the predetermined parameter of the reference content, the player must first confirm which content among owned contents is the reference content, then search for the reference content in a list of owned contents, and specify the reference content as the content to be developed.
[0006] The present invention has been made in view of the above problems, and has an object to provide a program and an information processing device that can reduce the effort required for developing reference 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, and a control means for matching the predetermined parameter of each of the setting content with the predetermined parameter of the reference content, wherein the control means sets the reference content as development target content, and when the player acquires a cost to increase the predetermined parameter of the development target content, the control means automatically consumes the cost to increase the predetermined parameter of the development target content.
[0008] In a second aspect of the present invention, the control means changes the development target content to another content every time the reference content is changed to the other content.
[0009] In a third aspect of the present invention, the control means automatically consumes the cost until a predetermined parameter of the content to be developed reaches a predetermined value.
[0010] In addition, in a fourth aspect of the present invention, the predetermined value is a value designated by the player.
[0011] In a fifth aspect of the present invention, the predetermined value is a recommended value of a predetermined parameter corresponding to a predetermined quest.
[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.
[0013] Furthermore, a program relating to a seventh 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, and a control means for matching the predetermined parameter of each of the setting content with the predetermined parameter of the reference content, wherein, when the player acquires a cost to increase the predetermined parameter of the development target content, the control means sets the reference content as development target content and asks the player whether or not to spend the cost to increase the predetermined parameter of the development target content.
[0014] In addition, an information processing device according to an eighth aspect of the present invention comprises 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 a reference content, a setting means for setting some or all of the owned contents not extracted as setting content, and a control means for matching the predetermined parameter of each of the setting content with the predetermined parameter of the reference content, wherein the control means sets the reference content as a development target content, and when the player acquires a cost to increase the predetermined parameter of the development target content, the control means automatically consumes the cost to increase the predetermined parameter of the development target content.
[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises 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 a reference content, a setting means for setting some or all of the owned contents not extracted as setting content, and a control means for matching the predetermined parameter of each of the setting content with the predetermined parameter of the reference content, wherein, when the player acquires a cost to increase the predetermined parameter of the development target content, the control means sets the reference content as development target content and asks the player whether or not to spend the cost to increase the predetermined parameter of the development target content. Effect of the Invention
[0016] According to the present invention, it is possible to reduce the effort required for developing reference content. [Brief description of the drawings]
[0017] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [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] FIG. 13 is a diagram showing an example of a setting screen for setting a set character. [Figure 6] 1 is a flowchart showing an example (specific example 1) of the flow of a process for raising a character to be raised (reference character) in the game system according to the present embodiment. [Figure 7] FIG. 13 is a diagram showing an example (specific example 1) of a result screen showing the training result of a character to be trained. [Figure 8]13 is a flowchart showing an example (specific example 2) of the flow of a process for raising a character to be raised (reference character) in the game system according to the present embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a confirmation screen for inquiring about the raising of a character to be raised. [Figure 10] FIG. 13 is a diagram showing an example (specific example 2) of a result screen showing the training result of a character to be trained. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] Hereinafter, an embodiment of the present invention (hereinafter, referred to as "the present embodiment") 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.
[0019] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this 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 this 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 the 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 including an operating 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 this 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 this 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 this embodiment is a game that provides the player with one or more characters (contents) that are selected (randomly selected) from a group of characters (contents) that are the objects of a lottery, based on an execution request (instruction) from the player to execute the lottery game. This lottery game is executed 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 present embodiment, a paid item can be purchased for 150 yen. On the other hand, free currency is free content that is given to a player by playing a 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 a game include a player logging into a game and clearing a quest. 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, the quest in this 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 specified quest. 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 this clearing include defeating all enemy characters that appear in the quest (reducing hit points to 0 or less) or defeating the boss character that appears at the end of the quest.
[0041] The training game according to this embodiment is a game in which a character designated by the player from among owned characters (owned contents) is set as a character to be trained (content to be trained), and the player strengthens or evolves the character to be trained by consuming the cost (material content) owned by the player. Examples of the cost (material content) include characters (material characters), material items (strengthening items), coins, game currency, etc. The cost can be acquired as a reward for clearing quests, a game login bonus, or by purchasing from an in-game shop, etc.
[0042] In the training game according to the present embodiment, a first character synthesis is performed by consuming a predetermined cost for each predetermined parameter (e.g., level) of the character to be trained, thereby increasing (changing) the predetermined parameter of the character to be trained. Examples of the previously associated cost include material items and coins. For example, the player can designate a character from a list of owned characters in a character strengthening menu, and make the character a character to be trained (character to be strengthened). By designating the character to be trained, the player can make a request (strengthening instruction) to increase a predetermined parameter of the character to be trained on a training screen including an image of the character to be trained.
[0043] In addition, in the training game according to this embodiment, as the second character synthesis, an evolution synthesis is performed in which the training target character evolves by consuming a cost previously associated with the training target character. Examples of the previously associated cost include a character with the same name as the training target character (same type of character) and a character with the same attributes as the training target character. Examples of the evolution of the training target character include an increase in the rarity of the training target character and an increase in the upper limit of a predetermined parameter (e.g., level) of the training target character. For example, the player can designate one of the characters owned in the character evolution menu as a character to be developed (character to be evolved). By designating this character to be developed, the player can issue a request to evolve the character to be developed (instruction to evolve).
[0044] In addition, in the training game according to this 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 character to be trained (character to be strengthened). In other words, the player cannot designate a setting character from the list of owned characters as a character to be trained (character to be strengthened) in the character strengthening menu. For example, if a player wants to increase a specified parameter of a set character, the player must either increase the specified parameter of a reference character, or cancel the setting of the set character on the setting screen and then designate it as a character to be developed (character to be strengthened).
[0045] <Function means> (Example 1) 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 comprises, 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 the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in 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 characters of the same type. 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 this 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 the 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), material items, coins, weapon items, armor items, etc.
[0053] The reference character information includes the owned character ID of the reference character, a target value, and an automatic training flag. The reference character is, for example, a character whose predetermined parameter (for example, level) is in a predetermined order (for example, third place) from the top among the owned characters. The target value includes a predetermined value that is a target for the predetermined parameter. Examples of the predetermined value include a value designated by the player, a recommended value of the predetermined parameter corresponding to a predetermined quest, a value previously determined by the game administrator, and an upper limit value of the predetermined parameter. Examples of the predetermined quest include a quest that the player has not yet cleared, and a quest in which a powerful boss character appears. The recommended value is, for example, a predetermined parameter recommended for clearing the predetermined quest. The automatic training flag is a flag indicating whether or not the reference character is automatically trained. For example, this flag can be changed (ON / OFF) by an instruction from the player. In addition, this flag is changed to OFF when the predetermined parameter of the reference character reaches a target value (predetermined value).
[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 (upper limit) that the player can set as a set character. This settable number increases, for example, when the player's rank increases or when 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, required cost, 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 required cost includes the type and quantity of material content required to increase a predetermined parameter (e.g., level) of a character. This required cost is, for example, determined in advance for each predetermined parameter (level). For example, the cost required for a character to reach a predetermined parameter (level) at which the character can learn a skill is determined to be greater in type and quantity of material content than usual.
[0059] 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) and skills in the game (for example, quests).
[0060] 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.
[0061] 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.
[0062] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.
[0063] The clear reward information includes a clear reward that can be acquired when the quest is cleared. The clear reward can be a game currency (non-chargeable item), a character (material character), a material item, a player experience value, a weapon item, an armor item, etc. For example, the more difficult the quest, the greater the amount of the clear reward that can be acquired.
[0064] The extraction means 52 is a functional means for extracting a predetermined number of characters. In this 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 high-ranking characters (high-ranking content). 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 that exist, the character whose owned character ID contains the highest numerical value (the character whose acquisition date and time is the latest).
[0065] The extraction means 52 extracts a predetermined number of characters (higher-ranking characters) at a predetermined timing. Examples of the predetermined timing include a timing when a predetermined parameter (e.g., level) of an owned character changes, a timing when a player acquires (owns) a character, a timing when an owned character is sold (released), a timing when an owned character is consumed as a material character, etc.
[0066] In addition, 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 cause the setting means 56 to cancel the setting of the set character and extract the character.
[0067] The identification means 54 is a functional means for identifying one character as a reference character among a predetermined number of characters (higher characters) extracted by the extraction means 52 at a predetermined timing. In this embodiment, the identification means 54 identifies a character with the lowest predetermined parameter (e.g., level) among the predetermined number of characters (higher characters) extracted by the extraction means 52 as a reference character. For example, when there are multiple characters with the lowest predetermined parameters among the extracted predetermined number of characters, the identification means 54 identifies the character with the highest numerical value included in the possessed character ID (the character with the latest acquisition date and time) among the multiple characters as a 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.
[0068] The setting means 56 is a functional means for setting characters as set characters. In this 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 on the setting screen as set characters. 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.
[0069] 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.
[0070] 5 is a diagram showing an example of a setting screen 60 for setting a set character. For example, the setting screen 60 is displayed when a character setting menu is selected by the player.
[0071] As shown in FIG. 5, the setting screen 60 is provided with a higher-level character information area 62, a set character information area 64, an add set character button 65, an add settable number button 66, a cancel setting button 68, and a back button 69. The higher-ranking character information area 62 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 set character information area 64 displays images of characters owned by the player that the player has set as set characters, and predetermined parameters of set characters that are matched with predetermined parameters of a reference character, etc. Note that the set character information area 64 may also display predetermined parameters of each set character before setting. The set character addition button 65 is a button for issuing an instruction to add a new set character from among the characters owned by the player, excluding high-ranking characters. The settable number increase button 66 is a button for issuing an instruction to increase the settable number of set characters by 1. This addition requires, for example, consumption of game currency. The setting release button 68 is a button for issuing an instruction to release the setting of each corresponding set character. For example, when the setting release button 68 is pressed by the player, the image showing the corresponding set character is changed to the set character addition button 65. The back button 69 is a button for issuing an instruction to return (transition) to the main menu screen.
[0072] Returning to FIG. 4, the control means 58 is a functional means for controlling the entire game. In this embodiment, the control means 58 matches the predetermined parameters of each set character with the predetermined parameters of a reference character. Hereinafter, the predetermined parameters of the reference character are referred to as reference parameters or reference levels. 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 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.
[0073] Furthermore, the control means 58 automatically increases a predetermined parameter of the character to be raised (content to be raised). In this embodiment, when the player acquires a cost (material content) for increasing a predetermined parameter (level) of the character to be raised, the control means 58 automatically consumes the cost to increase the predetermined parameter (level) of the character to be raised, with the reference character being the character to be raised. For example, when the player acquires the cost, the control means 58 refers to the player information 50A and the character information 50B and judges whether or not the cost necessary to increase a predetermined parameter (level) of a reference character is available in the content owned by the player. Next, when the judgment is affirmative, the control means 58 automatically consumes the cost owned by the player to increase the predetermined parameter (level) of the reference character.
[0074] For example, the control means 58 consumes the maximum cost from the content owned by the player to increase the predetermined parameter (level) of the reference character as much as possible. Note that the control means 58 may increase the predetermined parameter (level) of the reference character until it exceeds the predetermined parameter (level) of another higher-ranked character, and may restrict any further increase. In other words, the control means 58 may increase the predetermined parameter of the reference character until the reference character is changed to another higher-ranked character.
[0075] Furthermore, the control means 58 automatically consumes the cost until the predetermined parameter of the character to be trained (reference character) reaches a predetermined value. For example, the control means 58 refers to the target value of the reference character information in the player information 50A, and automatically consumes the cost to increase the predetermined parameter of the reference character until the predetermined parameter reaches a predetermined value that is the target value.
[0076] Furthermore, each time the reference character is changed to another character, the control means 58 changes the character to be developed to the other character. For example, when a predetermined parameter of the reference character is increased, causing another higher-ranking character to be changed to the reference character, the control means 58 changes the other higher-ranking character to the character to be developed.
[0077] Furthermore, the control means 58 manages the settable number of the player information 50A. For example, the control means 58 increases (increases) the settable number when the player rank increases or when the player consumes game currency.
[0078] <Flow of the training process> 6 is a flow chart showing an example (specific example 1) of the process flow for training a character to be trained (reference character) in the game system 1 according to this embodiment. The process of the following steps is started, for example, when the automatic training flag is ON and the player acquires (possesses) a cost (material content). The order and contents of the following steps can be changed as appropriate.
[0079] (Step SP10) The control means 58 sets the reference character stored in the reference character information of the player information 50A as the character to be developed. That is, every time the reference character is changed to another character, the control means 58 changes the character to be developed to the other character. Next, the control means 58 refers to the player information 50A and the character information 50B and judges whether the player has the cost required to increase a predetermined parameter (level) of the character to be developed by 1. Then, if the judgment is judged as positive, the process proceeds to the process of step SP12. On the other hand, if the judgment is judged as negative, the process proceeds to the process of step SP26.
[0080] (Step SP12) The control means 58 automatically consumes the cost owned by the player to perform automatic training, increasing a predetermined parameter (level) of the training target character (reference character) by 1. Then, the process proceeds to the process of step SP14.
[0081] (Step SP14) The extraction means 52 refers to the owned character information in 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 step SP16.
[0082] (Step SP16) The identification means 54 identifies the character having the lowest predetermined parameter (e.g., level) among the predetermined number of characters extracted in step SP14 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 SP18.
[0083] (Step SP18) The specification means 54 stores the possessed character ID of the reference character (character C) specified in step SP16 in the reference character information of the player information 50A. Then, the process proceeds to the process of step SP20.
[0084] (Step SP20) 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 reference parameters. 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 the process of step SP22.
[0085] (Step SP22) The control means 58 judges whether or not a predetermined parameter (reference parameter) of the character to be raised (reference character) has reached a predetermined value. If the judgment is affirmative, the process proceeds to step SP24. On the other hand, if the judgment is negative, the process proceeds to step SP10.
[0086] (Step SP24) The control means 58 changes the automatic training flag of the reference character information in the player information 50A to OFF, and the process then proceeds to step SP26.
[0087] (Step SP26) The control means 58 displays a result screen including an image showing the result of training of the character to be trained (reference character) on the touch panel 32. Note that the control means 58 may not display the result screen when the player does not have enough cost to increase any of the predetermined parameters of the character to be trained (reference character).
[0088] FIG. 7 is a diagram showing an example (specific example 1) of a result screen 70 showing the result of training of a character to be trained.
[0089] As shown in FIG. 7, the result screen 70 is provided with a training target character information area 72, a consumed cost information area 74, and a confirmation button 76. The training target character information area 72 shows that the reference parameter (reference level) has increased (automatically trained), a character image showing the automatically trained owned character, the predetermined parameters (levels) before and after training, etc. This character image is given, for example, a mark M indicating that it is the current reference character. The consumed cost information area 74 indicates that the cost (material content) owned by the player has been automatically consumed. The confirmation button 76 is a button for issuing an instruction to close the result screen and transition to the main menu screen.
[0090] Then, the series of processes shown in FIG. 6 ends.
[0091] (Example 2) In the above-mentioned specific example 1, in step SP12, the control means 58 automatically trains the character to be trained (reference character), but the training may be performed after inquiring of the player as to whether or not to train the character to be trained.
[0092] For example, when a player acquires a cost for increasing a predetermined parameter of a reference character (reference content) as a character to be raised (content to be raised), the control means 58 inquires of the player whether or not to increase the predetermined parameter of the character to be raised by consuming the cost. Next, when a training instruction is given by the player, the control means 58 increases the predetermined parameter of the character to be raised.
[0093] <Flow of the training process> 8 is a flow chart showing an example (specific example 2) of the process flow for training a character to be trained (reference character) in the game system 1 according to this embodiment. The process of the following steps is started when the player acquires (possesses) a cost (material content). The order and contents of the following steps can be changed as appropriate.
[0094] (Step SP30) The control means 58 sets the reference character stored in the reference character information of the player information 50A as the character to be developed. Next, the control means 58 refers to the player information 50A and the character information 50B, and calculates a numerical value (maximum value) by which a predetermined parameter (level) of the character to be developed can be increased by consuming the player's cost. Next, the control means 58 judges whether the calculated numerical value is 1 or more. Then, if the judgment is judged as positive, the process proceeds to the process of step SP32. On the other hand, if the judgment is judged as negative, the process ends the series of processes shown in FIG. 8.
[0095] (Step SP32) The control means 58 causes the touch panel 32 to display a confirmation screen inquiring as to whether or not to raise the character to be raised (reference character).
[0096] FIG. 9 is a diagram showing an example of a confirmation screen 80 for inquiring about raising a character to be raised.
[0097] As shown in FIG. 9, the confirmation screen 80 is provided with a character to be trained information area 82, a cost consumed information area 84, a cancel button 86, and a train button 88. In the development target character information area 82, a character image showing the development target character (reference character), current predetermined parameters (level), and predetermined parameters (level) when developed are displayed. The consumed cost information area 84 displays the cost (material contents) consumed for training and the cost owned by the player. The cancel button 86 is a button for issuing an instruction to transition to the main menu screen without training. The training button 88 is a button for issuing an instruction to train a character to be trained.
[0098] Returning to FIG. 8, the process proceeds to step SP34.
[0099] (Step SP34) 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 confirmation screen. If the judgment is affirmative, the process proceeds to the process of step SP36. 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. 8.
[0100] (Step SP36) The control means 58 raises the character to be raised (reference character) by consuming the cost owned by the player. For example, the control means 58 raises the character to be raised (reference character) to the value (maximum value) calculated in step SP30. Then, the process proceeds to step SP38.
[0101] (Step SP38 to Step SP44) The processing in steps SP38 to SP44 is similar to the processing in steps SP14 to SP20 described above, and therefore the explanation will be omitted.Then, the processing proceeds to the processing in step SP46.
[0102] (Step SP46) The control means 58 causes the touch panel 32 to display a result screen including an image showing the result of raising the character to be raised (reference character).
[0103] FIG. 10 is a diagram showing an example (specific example 2) of a result screen 90 showing the training result of the character to be trained.
[0104] As shown in FIG. 10, the result screen 90 is provided with a character to be trained information area 92, a cost consumed information area 94, and a confirmation button 98. The development target character information area 92 displays an increase in a reference parameter (reference level), a character image showing the developed reference character, and predetermined parameters (levels) before and after development. The consumed cost information area 94 indicates that the cost (material content) owned by the player has been consumed.
[0105] Then, the series of processes shown in FIG. 8 ends.
[0106] <Effects> As described above, in this 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 sets the reference content as the development target content, and when the player acquires a cost to increase the predetermined parameter of the development target content, the control means 58 automatically consumes the cost to increase the predetermined parameter of the development target content.
[0107] According to this configuration, the cost acquired by the player is automatically consumed, and the predetermined parameter of the reference content can be increased, thereby reducing the effort required to develop the reference content.
[0108] Furthermore, in this embodiment, every time the reference content is changed to another content, the control means 58 changes the development target content to the other content.
[0109] According to this configuration, every time the reference content is changed to another content, the development target for which costs are automatically consumed is changed to the other content, thereby reducing the effort required to develop the reference content.
[0110] Furthermore, in this embodiment, the control means 58 automatically consumes costs until a predetermined parameter of the content to be developed reaches a predetermined value.
[0111] According to this configuration, the predetermined parameter of the reference content automatically increases to a predetermined value, so that the effort of developing the reference content can be reduced. Also, the predetermined parameter of the reference content does not automatically exceed the predetermined value, so that the consumption of costs can be suppressed.
[0112] In this embodiment, the predetermined value is a value designated by the player.
[0113] According to this configuration, the predetermined parameter of the reference content automatically increases to a predetermined value based on the predetermined value specified by the player, thereby reducing the effort required to develop the reference content. Also, the predetermined parameter of the reference content does not automatically exceed the predetermined value, reducing the cost.
[0114] In this embodiment, the predetermined value is a recommended value of a predetermined parameter corresponding to a predetermined quest.
[0115] According to this configuration, the predetermined parameter automatically rises to the recommended value for the predetermined quest, so the effort required to develop the reference content can be reduced. Also, the predetermined parameter of the reference content does not automatically exceed the predetermined value, so cost consumption can be reduced.
[0116] Furthermore, in this 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.
[0117] 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.
[0118] In addition, in this embodiment, the computer functions as an extraction means 52 that extracts a predetermined number of contents owned by the player in order of highest predetermined parameter, an identification means 54 that identifies, from the extracted contents, the content with the lowest predetermined parameter as reference content, a setting means 56 that sets some or all of the owned contents not extracted as set content, and a control means 58 that matches the predetermined parameters of each of the set content with the predetermined parameters of the reference content, and when the player acquires a cost to increase the predetermined parameter of the development target content, the control means 58 sets the reference content as the development target content and asks the player whether or not to spend the cost to increase the predetermined parameter of the development target content.
[0119] According to this configuration, when the player acquires the cost, an inquiry is made as to whether or not to increase the predetermined parameter of the reference content, so that the effort required to develop the reference content can be reduced.
[0120] ---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.
[0121] For example, in the present 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 character to be trained (reference character) increase, but this is not limited to the above. For example, the timing for matching the predetermined parameters may be at regular intervals, when the player logs in, before the setting screen or the like is displayed, before a quest is executed, when the player acquires (owns) a character, when the owned character is sold (released), when the owned character is consumed as a material character (material content), etc.
[0122] In the present embodiment, the case where the training game consumes a predetermined cost (material content) for each of the predetermined parameters of the characters to be trained as the first character synthesis has been described, but the first character synthesis may consume a cost (material content) arbitrarily selected by the player. For example, the first character synthesis may be a synthesis in which the player arbitrarily selects the character to be trained from the characters owned by the player and the cost (material content) to be consumed, and synthesizes the selected character to be trained, thereby strengthening the character to be trained. In this case, examples of the cost (material content) consumed in automatic training include characters with a rarity below a certain value and material items.
[0123] In the present embodiment, the control means 58 has been described as increasing the predetermined parameter of the character to be trained (reference character), but the predetermined parameter may be decreased. For example, in a case where the lower the value of the predetermined parameter, the more advantageously the game can be advanced, the control means 58 may decrease the predetermined parameter by consuming a cost. 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 that has a predetermined parameter in a predetermined order (e.g., third place) from the bottom among the characters owned by the player.
[0124] In the present 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.
[0125] In the present embodiment, the control means 58 has been described as developing a reference character as a character to be developed, but some or all of the higher-ranking characters may be developed as characters to be developed. For example, the control means 58 determines some or all of the higher-ranking characters as characters to be developed in response to a request from the player.
[0126] In the present 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. In this case, for example, the setting means 56 may preferentially set characters with high rarity or characters with low predetermined parameters (levels).
[0127] In the present embodiment, the reference character is one character (one body), but it may be multiple characters. For example, when there are multiple characters with the lowest predetermined parameters (e.g., levels) among the predetermined number of characters (higher order characters) extracted by the extraction means 52, the identification means 54 identifies the multiple characters as reference characters. In this case, the control means 58 may develop the multiple reference characters as characters to be developed (increase the predetermined parameters) all at once.
[0128] In addition, in this embodiment, the specified parameter is mainly a level, but it may also be luck, a level limit, a skill level, rarity, hit points, attack power, defense power, etc.
[0129] Furthermore, in the present embodiment, a case has been described in which characters are primarily used as an example of content, but the content may also be weapon items, armor items, cards, avatars, costumes, and the like. [Explanation of symbols]
[0130] 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; a control means for matching predetermined parameters of each of the set contents with predetermined parameters of the reference content; It functions as the control means, when the player acquires a cost for increasing a predetermined parameter of the development target content, sets the reference content as the development target content, automatically consumes the cost to increase the predetermined parameter of the development target content; program.