Program and information processing device

JP2024125168A5Pending Publication Date: 2026-03-05SEGA CORP
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Patent Information

Application Number
JP2024005077
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-17
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

Players with few owned contents having high predetermined parameters in games face challenges in enjoying the benefit of reduced development effort, as existing techniques require matching parameters with reference contents, which is labor-intensive.

Method used

A program and information processing device that selects a predetermined number of owned contents from the player and another player in descending order of parameters, identifies a reference content with the lowest parameter, and sets other contents to match these parameters without additional cost, using extraction, specifying, and control means.

Benefits of technology

Enables players to reduce the effort required to develop contents even with few high-parameter owned contents, promoting interaction and motivation by leveraging other players' high-parameter contents.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enjoy a merit of reducing the trouble of growing content even if the number of pieces of content having a high, predetermined parameter in owned content is small.SOLUTION: A program allows a computer to function as extraction means 52 for extracting a predetermined number of pieces of content as higher content in the order of a higher, predetermined parameter from first owned content that a player owns and second owned content that another player owns, specification means 54 for specifying content having the lowest predetermined parameter as reference content from among the higher content, setting means 56 for setting one portion or the entire portion of the first non-extracted owned 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.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 effort of developing content, it is conceivable to set a content among owned contents with a predetermined parameter of a predetermined rank (e.g., third place) as a reference content, and to make the predetermined parameters of other contents (setting contents) match the predetermined parameters (reference parameters) of the reference content. However, for example, a player who has just started playing a game often has few owned contents with high predetermined parameters, and is therefore unable to fully enjoy the benefit of reducing the effort of developing.

[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 provide the benefit of reducing the effort required to develop content, even if the owned content does not contain much content with high specified parameters. [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 as top contents in order of highest predetermined parameter from first owned content owned by a player and second owned content owned by another player, an identification means for identifying, among the top owned contents, the content having the lowest predetermined parameter as reference content, a setting means for setting some or all of the first owned content not extracted as setting content, and a control means for matching the predetermined parameter of each of the setting contents with the predetermined parameter of the reference content.

[0008] In a second aspect of the present invention, the extracting means extracts the higher-ranking content from the entire first owned content and a part of the second owned content.

[0009] In a third aspect of the present invention, the first owner content has more top ranking contents than the second owner content.

[0010] In a fourth aspect of the present invention, a portion of the second owned content is a part of the second owned content that is not set as the set content by the other player.

[0011] In a fifth aspect of the present invention, the part of the second ownership content is a piece of content among the second ownership contents that has the highest predetermined parameter.

[0012] In a sixth aspect of the present invention, the other player is a player who has established a predetermined relationship with the player.

[0013] In addition, in a seventh aspect of the present invention, the control means does not incur any cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0014] In addition, an information processing device according to an eighth aspect of the present invention includes an extraction means for extracting a predetermined number of contents as top contents from first owned content owned by a player and second owned content owned by another player in order of highest predetermined parameter, an identification means for identifying, among the top contents, a content having the lowest predetermined parameter as reference content, a setting means for setting some or all of the first owned content not extracted as setting content, and a control means for matching the predetermined parameter of each of the setting contents with the predetermined parameter of the reference content. Effect of the Invention

[0015]

[0016] According to the present invention, even if owned contents have few contents with high predetermined parameters, it is possible to enjoy the advantage of reducing the effort required to develop contents. [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 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]FIG. 13 is a diagram showing an example of a setting screen for setting a setting character in the first embodiment. [Figure 6] 13 is a flowchart showing an example of matching (linking) predetermined parameters of a set character with reference parameters in the game system according to the first embodiment. [Figure 7] 1 is a diagram showing an example of a training screen including an image showing a character to be trained in the first embodiment; FIG. [Figure 8] 13 is a flowchart showing an example of setting a set character in a game system according to a second embodiment. [Figure 9] FIG. 11 is a diagram showing an example of a setting screen for setting a setting character in the second embodiment. [Figure 10] FIG. 11 is a diagram showing an example of a list screen for designating a setting character in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] 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.

[0019] ---First embodiment --- First, the first embodiment will be described.

[0020] <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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0031] 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 .

[0032] 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.

[0033] 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.

[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] The speaker 42 has a function of outputting game sounds and the like.

[0039] <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.

[0040] 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 150 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 logging in to the game by the player 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.

[0041] 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 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.

[0042] The training game according to the first embodiment is a game in which a player designates a character from among owned characters (owned contents) as a character to be trained (content to be trained), and 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.

[0043] In the training game according to the first 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.

[0044] In the training game according to the first embodiment, the second character synthesis is an evolution synthesis in which the character to be trained evolves by consuming a cost previously associated with the character to be trained. Examples of the previously associated cost include a character with the same name as the character to be trained (a character of the same type) and a character with the same attributes as the character to be trained. Examples of the evolution of the character to be trained include an increase in the rarity of the character to be trained and an increase in the upper limit of a predetermined parameter (e.g., level) of the character to be trained. 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).

[0045] 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 character to be trained (character to be strengthened). In other words, the player cannot designate a setting character from the list of owned characters 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).

[0046] <Functional means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0047] 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.

[0048] The storage means 50 has a function of storing player information 50A, character information 50B, quest information 50C, and the like.

[0049] 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, a settable number, friend information, and the like.

[0050] The player rank increases, for example, when the player acquires player experience points.

[0051] The owned content information includes owned character information, owned item information, and the like.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] The settable number includes the number of characters (number of contents) 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.

[0057] The friend information includes the player IDs of players who have established friend relationships with the player, and the upper limit number of players that the player can register as friends. The upper limit number includes the number of players that the player can register as friends.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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).

[0062] 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.

[0063] 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.

[0064] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.

[0065] 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.

[0066] The extraction means 52 is a functional means for extracting a predetermined number of characters (contents). In the first embodiment, the extraction means 52 extracts a predetermined number of characters (contents) as higher-ranking characters (higher-ranking contents) in order of the predetermined parameters from among a first owned character (first owned content) owned by a player and a second owned character (second owned content) owned by another player. An example of the predetermined number is three. In other words, the extraction means 52 extracts characters having a predetermined parameter from the top to a predetermined rank (e.g., third place) among the first owned characters and the second owned characters as higher-ranking characters (higher-ranking contents). For example, when extracting a predetermined number of characters, if there are multiple characters having the same predetermined parameter, the extraction means 52 preferentially extracts a character having the highest numerical value included in the owned character ID (the character having the latest acquisition date and time) from among the multiple characters. An example of the other player is a player (eg, a friend player) who has a predetermined relationship (eg, a friend relationship) with the player. Hereinafter, the second owned character may be referred to as a friend character.

[0067] In addition, the extraction means 52 extracts higher-ranking characters from all of the first-owned characters owned by the player and some of the second-owned characters (friend characters) owned by other players. For example, there are more first-owned characters than second-owned characters (friend characters) as higher-ranking characters. Specifically, the extraction means 52 extracts more than half of the higher-ranking characters (e.g., two or more) from the first-owned characters, and extracts the remaining higher-ranking characters (e.g., one) from the second-owned characters. An example of this part of the second owned characters is a character owned by another player. For example, part of the second owned characters is a character with the highest predetermined parameter among the second owned characters. If a player has established a predetermined relationship (friendship) with multiple players, for example, part of the second owned characters is a character with the highest predetermined parameter among the characters owned by the multiple players. Part of the second owned characters is a character that is not set as a set character by the other player among the second owned characters (a character that does not match the predetermined parameter of the reference character).

[0068] The extraction means 52 also 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 the first owned character changes, a timing when the player acquires (owns) a character, a timing when the first owned character is sold (released), a timing when the first owned character is consumed as a material character, a timing when a friend relationship with another player is established, etc.

[0069] In addition, when a specified parameter before setting of a character that has already been set as a set character is placed in a specified order from the top, the extraction means 52 may automatically cancel the setting of the set character using the setting means 56 and extract the character.

[0070] 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 the first embodiment, the identification means 54 identifies a character having 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 having the lowest predetermined parameters among the extracted predetermined number of 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 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 specifying means 54 specifies, as the reference character, a character having a predetermined parameter in a predetermined order (eg, third place) from the top, from among a first character owned by the player and a second character owned by another player.

[0071] 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 first owned characters not extracted as higher-ranking characters by the extraction means 52 as set characters. For example, the setting means 56 sets one or more characters designated by the player among the first 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 designated by the player from the first owned characters excluding the higher-ranking 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.

[0072] 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.

[0073] 5 is a diagram showing an example of a setting screen 60 for setting a character in the first embodiment. For example, the setting screen 60 is displayed when a character setting menu is selected by the player.

[0074] 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-ranked character information area 62 displays images of characters (higher-ranked characters) with higher (1st to 3rd) predetermined parameters (levels) among the first owned character owned by the player and the second owned characters owned by other players (e.g., friend players), as well as the predetermined parameters (levels) of the higher-ranked characters. For example, the second owned character owned by the other player is marked with a mark M1. Also, the reference character is marked with a mark M2. The set character information area 64 displays an image of a character that the player has set as a set character among the first owned characters, the predetermined parameters of the set character that are matched with the predetermined parameters of the reference character, etc. Note that the set character information area 64 may also display the predetermined parameters of each set character before they are set. The set character addition button 65 is a button for issuing an instruction to add a new set character from among the first owned characters, excluding higher-ranked characters. The settable number increase button 66 is a button for issuing an additional instruction to increase the settable number of set characters by 1. This additional instruction 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.

[0075] Returning to FIG. 4, 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 of a reference character. Hereinafter, the predetermined parameters of the reference character are referred to as reference parameters (reference level). For example, the control means 58 matches (links) the predetermined parameters (e.g., level) of one or more set characters with the reference parameters (reference level) 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 reference parameters. In other words, the control means 58 automatically matches the predetermined parameters of each set character with the predetermined parameters of the reference character.

[0076] 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.

[0077] <Processing flow> 6 is a flow chart showing an example of matching (linking) predetermined parameters of a set character with reference parameters in the game system 1 according to the first embodiment. The processing of the following steps is started when the player designates one character from the list of owned characters as a character to be trained (character to be strengthened) in the character strengthening menu. 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 character to be developed to be displayed on the touch panel 32. For example, this character to be developed is a reference character.

[0079] FIG. 7 is a diagram showing an example of a breeding screen 70 including an image showing a character to be bred in the first embodiment.

[0080] As shown in FIG. 7, the training screen 70 is provided with a training target character information area 72, a cost information area 74, a cancel button 76, and an enhancement button 78. In the development target character information area 72, an image showing the development target character, ability parameters including predetermined parameters (level), and the like are displayed. The cost information area 74 displays the cost (material contents) required to increase the predetermined parameter (level) of the character to be trained by one level, and the cost owned by the player. The cancel button 76 is a button for issuing an instruction to return to the screen showing the list of owned characters. The strengthening button 78 is a button for issuing an instruction to increase a predetermined parameter (level) of the character to be raised. For example, the player can increase the predetermined parameter of the character to be raised by one each time the player presses the strengthening button 78. Note that this strengthening button 78 can be instructed when the predetermined parameter of the character to be raised is lower than the upper limit value and the player has the cost. Also, when the predetermined parameter of the character to be raised is at the upper limit value, this strengthening button 78 is replaced with, for example, a button for issuing an instruction to transition to a screen for evolving the character to be raised.

[0081] Returning to FIG. 6, the process proceeds to step SP12.

[0082] (Step SP12) The control means 58 judges whether or not a strengthening instruction has been issued 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. 6.

[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 trained 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 and friend information of the player information 50A, and extracts a predetermined number (e.g., three) of characters with high predetermined parameters (e.g., levels) from a first owned character owned by the player and a second owned character owned by a friend player (another player) of the player. For example, the extraction means 52 extracts two characters (character B and character C) from the first owned characters, and extracts one character (character A) from the second owned characters. Note that, when the player has built a predetermined relationship (friend relationship) with multiple players, the extraction means 52 extracts the character with the highest predetermined parameter from among the owned characters of the multiple players. 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 the process of step SP10.

[0088] <Effects> As described above, in the first embodiment, the computer functions as an extraction means 52 that extracts a predetermined number of contents as top contents in order of highest predetermined parameter from first owned content owned by a player and second owned content owned by other players, an identification means 54 that identifies, among the top contents, the content with the lowest predetermined parameter as reference content, a setting means 56 that sets some or all of the first owned content not extracted as set content, and a control means 58 that matches the predetermined parameter of each of the set contents with the predetermined parameter of the reference content.

[0089] According to this configuration, a player can include a second owned content owned by another player in the higher-ranking content, and can therefore raise the predetermined parameter of the reference content. This allows a player to enjoy the benefit of reducing the effort required to develop content, even if the player does not have many contents with high predetermined parameters among the owned contents. In addition, this can encourage interaction between players, thereby motivating players to play the game.

[0090] In the first embodiment, the extraction means 52 extracts higher-ranking contents from all of the first owned contents and part of the second owned contents.

[0091] According to this configuration, the second ownership content included in the higher-ranking content is limited to a portion of the second ownership content, so that it is possible to motivate the player to play the game without upsetting the game balance.

[0092] Furthermore, in the first embodiment, the number of first-owner contents is greater than the number of second-owner contents.

[0093] According to this configuration, since there are more first-ownership contents than second-ownership contents in the higher ranking contents, it is possible to motivate the player to play the game without upsetting the game balance.

[0094] Furthermore, in the first embodiment, some of the second ownership contents are contents that are not set as set contents by other players, among the second ownership contents.

[0095] According to this configuration, since the higher-level content includes content that other players have not set as set content, it is possible to give each player the interest of developing the content.

[0096] In the first embodiment, a part of the second ownership content is a piece of content that has the highest predetermined parameter among the second ownership contents.

[0097] According to this configuration, the player can include the second owned content with the highest specified parameter in the higher-ranked content, so that even if the owned content has few contents with high specified parameters, the player can enjoy the benefit of reducing the effort required to develop the content.

[0098] In the first embodiment, the other players are players who have established a predetermined relationship with the player.

[0099] According to this configuration, a player can include second owned content owned by another player with whom he or she has established a specified relationship in the higher-level content, thereby encouraging the player to establish a specified relationship and thereby motivating the player to play the game.

[0100] 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.

[0101] 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.

[0102] ---Second embodiment--- Next, a second embodiment will be described.

[0103] The second embodiment differs from the first embodiment in that the setting means 56 sets a second owned character owned by another player as a set character. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are similar to those of the game system 1 according to the first embodiment.

[0104] In the second embodiment, the extraction means 52 extracts a predetermined number of characters from among the first characters owned by the player, in descending order of the predetermined parameter, as higher-ranking characters.

[0105] In the second embodiment, the setting means 56 sets, as set characters, a part or all of the first owned characters not extracted as higher-ranked characters by the extraction means 52 and a part of the second owned characters owned by other players. The other players are, for example, players (friend players) who have built a predetermined relationship (friendship) with the player. For example, the setting means 56 sets, as set characters, the first owned characters (other than higher-ranked characters) owned by the player and the second owned characters owned by friend players (other players) in response to a designation from the player. For example, the setting means 56 sets, as set characters, the characters designated by the player among the characters that one or more friend players (other players) have requested the player to set. For example, each player can request a friend player to set a part of the owned characters (for example, one character). Also, for example, the number of set characters that the player can specify is equal to or less than the settable number of the player information 50A. Note that the setting means 56 may set only the first owned character as the set character, or may set only the second owned character as the set character.

[0106] Furthermore, the setting means 56 sets, as a set character, a character other than a character having a high predetermined parameter (for example, a high-ranking character) among second characters owned by a friend player (another player).

[0107] Furthermore, when a second owned character owned by a friend player is set as a set character, the setting means 56 prohibits cancellation of the setting for a predetermined period of time (for example, two days) from the setting.

[0108] In the second embodiment, when the set characters include a second owned character, the control means 58 gives a reward to the player. Examples of the reward include a non-chargeable item (free item), a character (material character), a material item, a weapon item, and an armor item.

[0109] For example, the more second owned characters are included in the set characters, the greater the amount of rewards. For example, when the player sets one second owned character as the set character, the control means 58 grants the player 10 non-charge items (free items). Also, for example, when the player sets five second owned characters as the set characters, the control means 58 grants the player 50 non-charge items (free items).

[0110] Also, for example, the quality of the reward increases as the set characters include more second owned characters. For example, when the player sets one second owned character as the set character, the control means 58 grants the player a character with a rarity of 4. Also, for example, when the player sets five second owned characters as the set characters, the control means 58 grants the player a character with a rarity of 5.

[0111] Also, for example, the reward is to increase the number of characters that can be set as a set character. For example, when the player sets one second owned character as a set character, the control means 58 increases the number that can be set in the player information 50A by 1. Also, for example, when the player sets five second owned characters as set characters, the control means 58 increases the number that can be set in the player information 50A by 5.

[0112] Also, for example, the reward is the right to use the second owned character set as the set character in the game. For example, the control means 58 allows the second owned character set by the player as the set character to be organized into a deck to be used in a quest. For example, a predetermined parameter (e.g., level) of the second owned character that can be organized into this deck may be a predetermined parameter (reference parameter) of a reference character corresponding to the player, or may be a value obtained by adding or subtracting a predetermined value (e.g., 5) to the predetermined parameter of the reference character. The control means 58 may limit the number of times that the second owned character set by the player as the set character can be used in the game. For example, the control means 58 limits the number of times that the player can use the second owned character in a quest to a predetermined number of times (e.g., once) in a predetermined period (e.g., one day).

[0113] <Settings process flow> 8 is a flowchart showing an example of setting a set character in the game system 1 according to the second embodiment. The process of the following steps is started when the player selects a setting menu for setting a set character in the main menu. The order and contents of the following steps can be changed as appropriate.

[0114] (Step SP30) The control means 58 causes the touch panel 32 to display a setting screen for setting a set character.

[0115] FIG. 9 is a diagram showing an example of a setting screen 80 for setting a setting character in the second embodiment.

[0116] As shown in FIG. 9, the setting screen 80 is provided with a higher-level character information area 82, a set character information area 84, an add set character button 85, an add settable number button 86, a cancel setting button 88, and a back button 89. The higher-level character information area 82 displays images of characters (higher-level characters) with the highest (1st to 3rd place) specified parameters (levels) among the first characters owned by the player, as well as the specified parameters (levels) of each of the higher-level characters. The set character information area 84 displays an image showing a character set by the player as a set character from among the first owned character and the second owned character, and predetermined parameters of the set character that are matched with predetermined parameters of a reference character, etc. Note that the set character information area 84 may be provided with information (e.g., a mark) indicating that the character is the first owned character or the second owned character. The set character addition button 85 is a button for issuing an instruction to add a new set character from among the first owned characters and the second owned characters, excluding higher-ranked characters. The settable number increase button 86 is a button for issuing an additional instruction to increase the settable number of set characters by 1. This additional instruction requires, for example, consumption of game currency. The setting release button 88 is a button for issuing an instruction to release the setting of each set character. The back button 89 is a button for issuing an instruction to return (transition) to the main menu screen.

[0117] Returning to FIG. 8, the process proceeds to step SP32.

[0118] (Step SP32) The control means 58 judges whether or not an instruction to add a setting character has been given by the player. For example, the control means 58 judges whether or not a setting character addition button has been pressed on the setting screen. If the judgment is affirmative, the process proceeds to the process of step SP34. On the other hand, if the judgment is negative, that is, if the back button has been pressed, the process ends the series of processes shown in FIG. 8.

[0119] (Step SP34) The control means 58 causes the touch panel 32 to display a list screen for designating a setting character.

[0120] FIG. 10 is a diagram showing an example of a list screen 90 for designating a setting character in the second embodiment.

[0121] As shown in FIG. 10, the list screen 90 is provided with a friend character information area 92, a owned character information area 94, and a back button 96. The friend character information area 92 displays a list of images of second characters owned by the player's friend players (other players). These second characters are, for example, characters that each friend player has requested the player to set. The owned character information area 94 displays a list of images of the first owned characters owned by the player, excluding higher-ranked characters. The back button 96 is a button for issuing an instruction to return to the setting screen without specifying a setting character.

[0122] Returning to FIG. 8, the process proceeds to step SP36.

[0123] (Step SP36) The control means 58 judges whether or not a character has been designated by the player. For example, the control means 58 judges whether or not an image of a second owned character displayed in the friend character information area or an image of a first owned character displayed in the owned character information area has been pressed on the list screen. If the judgment is affirmative, the process proceeds to step SP38. On the other hand, if the judgment is negative, i.e., if the back button has been pressed, the process proceeds to step SP30.

[0124] (Step SP38) The setting means 56 sets the character designated by the player in step SP36 as the set character. Then, the setting means 56 stores the owned character ID of the set set character in the set character information of the player information 50A. Then, the process proceeds to the process of step SP40.

[0125] (Step SP40) The control means 58 refers to the player information 50A and makes the predetermined parameters (e.g., level) of the set character set in step SP38 coincide (link) with the predetermined parameters of the reference character. For example, when the set character set in step SP38 is a first owned character owned by the player, the control means 58 stores the predetermined parameters of the set character as the predetermined parameters 59 of the reference character in the owned character information of the player information 50A corresponding to the player. On the other hand, when the set character set in step SP38 is a second owned character (friend character) owned by a friend player (another player), the control means 58 stores the predetermined parameters of the set character as the predetermined parameters 59 of the reference character in the owned character information of the player information 50A corresponding to the friend player. Then, the process proceeds to the process of step SP42.

[0126] (Step SP42) The control means 58 judges whether or not the set character set in step SP38 is a second owned character (friend character) owned by a friend player (another player). If the judgment is affirmative, the process proceeds to step SP44. On the other hand, if the judgment is negative, the process ends the series of steps shown in FIG. 8.

[0127] (Step SP44) The control means 58 gives a reward to the player. For example, the control means 58 increases the settable number of the player information 50A corresponding to the player by 1. Then, the process proceeds to the process of step SP30.

[0128] <Effects> As described above, in the second embodiment, the computer functions as extraction means 52 which extracts a predetermined number of contents from the first owned contents owned by the player in order of highest predetermined parameter as top contents, identification means 54 which identifies, among the top contents, the content with the lowest predetermined parameter as reference content, setting means 56 which sets, as set contents, some or all of the first owned contents not extracted and some of the second owned contents owned by other players, and control means 58 which matches the predetermined parameters of each of the set contents with the predetermined parameters of the reference content.

[0129] According to this configuration, the other player can set a part of the second owned content as a setting content and match it with a predetermined parameter of the reference content owned by the player, thereby raising the predetermined parameter of the part of the second owned content. This allows the other player to enjoy the benefit of reducing the effort required to develop the content even if the owned content does not have many contents with high predetermined parameters.

[0130] Furthermore, in the second embodiment, the control means 58 gives a reward to the player when the set content includes the second owned content.

[0131] According to this configuration, it is possible to encourage the player to include the second owned content in the set content, thereby making it possible to increase interaction between players.

[0132] Furthermore, in the second embodiment, the more second ownership contents are included in the set content, the greater the amount of reward becomes.

[0133] According to this configuration, it is possible to encourage the player to actively include the second owned content in the set content, thereby making it possible to increase interaction between players.

[0134] Furthermore, in the second embodiment, the more second ownership contents are included in the set content, the higher the quality of the reward becomes.

[0135] According to this configuration, it is possible to encourage the player to actively include the second owned content in the set content, thereby making it possible to increase interaction between players.

[0136] In the second embodiment, the reward is to increase the number of pieces of content that can be set as setting content.

[0137] According to this configuration, the number of set contents of the player himself / herself can be increased, and therefore the player can be encouraged to actively include second owned content in the set contents, thereby increasing interaction between players.

[0138] In the second embodiment, the reward is the right to use the second owned content, which is set as the set content, in the game.

[0139] According to this configuration, since a player can use, for example, content that the player does not own (second owned content), the player can be encouraged to actively include the second owned content in the set content, thereby increasing interaction between players.

[0140] In the second embodiment, the other players are players who have established a predetermined relationship with the player.

[0141] According to this configuration, a player can include second owned content owned by another player with whom he or she has established a specified relationship in the higher-level content, thereby encouraging the player to establish a specified relationship and thereby motivating the player to play the game.

[0142] 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.

[0143] 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. ---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.

[0144] For example, in the first embodiment, the extraction means 52 extracts a character having a high predetermined parameter from the first owned character and the second owned character as a higher-ranked character, but if a predetermined period (e.g., one day) has passed since the second owned character was extracted as a higher-ranked character, the second owned character may be excluded from the higher-ranked characters and another second owned character may be extracted again. This can increase opportunities for players to interact with each other.

[0145] In the first embodiment, the extraction means 52 extracts one second owned character as a higher-ranking character, but multiple second owned characters may be extracted. For example, the extraction means 52 may extract multiple characters as higher-ranking characters from the second owned characters owned by a friend player. Also, for example, the extraction means 52 may extract multiple characters as higher-ranking characters from the second owned characters owned by multiple friend players.

[0146] In addition, in the second embodiment, the extraction means 52 extracts a character having a high specified parameter from the first owned characters as a higher-ranking character, but as in the first embodiment, the extraction means 52 may extract a second owned character as a higher-ranking character.

[0147] In addition, in the first and second embodiments, the specified relationship is described as a friend relationship, but it may also be between players in the same guild, or between players who have played a game together in the past, etc.

[0148] In addition, in the first embodiment, the setting means 56 is described as setting a part or all of the first owned character as the set character, but similar to the second embodiment, the second owned character may be set as the set character.

[0149] In the second embodiment, the setting means 56 sets a part or all of the first owned characters and a part of the second owned characters owned by other players as set characters, but the second owned characters may be released from the set characters when a predetermined period (e.g., one day) has elapsed since the second owned characters were set as set characters. This can increase opportunities for players to interact with each other.

[0150] 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 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 training screen or the setting screen 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.

[0151] In the first 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 is described as the first character synthesis, 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 training target character from among the characters owned by the player and the cost (material content) to be consumed to synthesize the selected character, thereby strengthening the character to be trained.

[0152] In the first 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 whose predetermined parameter is ranked from the bottom (e.g., third place) among the characters owned by the player.

[0153] 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.

[0154] In the first 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.

[0155] In the first and second embodiments, the set characters are, for example, characters designated by the player, but the set characters may be set automatically without being designated by the player. For example, the setting means 56 may automatically set a predetermined number (up to a settable number) of first owned characters not extracted by the extraction means 52 and second owned characters owned by friend players. In this case, for example, the setting means 56 preferentially sets characters with high rarity and characters with low predetermined parameters (levels).

[0156] In the first and second embodiments, 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 characters) extracted by the extraction means 52, the identification means 54 identifies the multiple characters as reference characters.

[0157] In addition, in the first 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.

[0158] In the first embodiment, a case has been described in which characters are mainly used as an example of content, but the content may be weapon items, armor items, cards, avatars, costumes, and the like. [Explanation of symbols]

[0159] 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, an extraction means for extracting a predetermined number of contents as top contents from first owned contents owned by the player and second owned contents owned by other players in descending order of a predetermined parameter; a specifying means for specifying, from among the top-ranking contents, a content having the lowest predetermined parameter as a reference content; a setting means for setting a part or all of the first owned content that has not been extracted as set content; a control means for matching predetermined parameters of each of the set contents with predetermined parameters of the reference content; To function as, program.