Program and information processing device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2024-05-24
- Publication Date
- 2026-06-01
AI Technical Summary
Players are unable to clear competitive games (quests) despite referencing play videos of their assembled decks, leading to frustration and abandonment of gameplay.
A program and information processing device that determines if a player's owned content can form a clear deck for a quest, specifies missing content, and displays acquisition screens to acquire necessary content at a cost before quest execution.
Motivates players to continue playing by enabling them to easily obtain missing content for their decks, reducing frustration and encouraging continued engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device.
[0002] BACKGROUND ART Conventionally, games have been known in which a player can play (execute) a competitive game (for example, a quest) using a deck organized by one or more pieces of content (for example, characters) owned by the player.
[0003] In this regard, Patent Document 1 discloses a technique for presenting a gameplay video (a strategy video) of a competitive game in which a deck created by a player appears. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 5896190 Summary of the Invention [Problem to be solved by the invention]
[0005] However, the technology described in Patent Document 1 had the problem that even if a player repeatedly played (executed) a competitive game while referring to a gameplay video in which the deck they had organized appeared, they were unable to clear the competitive game (quest) and would give up playing thereafter.
[0006] The present invention has been made in view of the above-mentioned problems, and its object is to provide a program and an information processing device that can motivate players to continue playing a game. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a quest using a deck made up of a predetermined number or less of owned content owned by a player, and causes a computer to function as: a storage means for storing a clear deck, which is the deck used when clearing the quest, in association with the quest; a determination means for determining, if the player is unable to clear the quest, whether a clear deck associated with the quest can be made using the player's owned content; an identification means for identifying, if the determination is denied, content owned by the player that is missing from the clear deck as specific content; and a control means for displaying an acquisition screen to the player so that the player can acquire the specific content by consuming a cost.
[0008] Furthermore, a program according to a second aspect of the present invention is a program for executing a quest using a deck composed of a predetermined number or less of owned content owned by a player, and causes a computer to function as: a storage means for storing a clear deck, which is the deck used when clearing the quest, in association with the quest; a determination means for determining, when the player selects a quest to execute, whether a clear deck associated with the quest can be formed using the content owned by the player; an identification means for identifying, if the determination is negative, content owned by the player that is missing from the clear deck as specific content; and a control means for displaying to the player an acquisition screen that enables the player to acquire the specific content by consuming a cost before executing the selected quest.
[0009] In a third aspect of the present invention, the one clear deck is a deck specified by the player from a list screen showing a plurality of clear decks associated with the quest.
[0010] In addition, in a fourth aspect of the present invention, the cost is a currency item, and the specific content is content that the player can purchase with the currency item in an in-game shop.
[0011] In a fifth aspect of the present invention, the specific content is content that can be purchased with a currency item owned by the player.
[0012] In addition, in a sixth aspect of the present invention, when the determination is affirmative, the control means displays a notification screen notifying the player that the clear deck can be organized using content owned by the player.
[0013] In addition, an information processing device according to a seventh aspect of the present invention is an information processing device that executes a quest using a deck composed of a predetermined number or less of owned content owned by a player, and is equipped with: a storage means that stores a clear deck, which is the deck used when clearing the quest, in correspondence with the quest; a judgment means that, if the player is unable to clear the quest, judges whether a clear deck corresponding to the quest can be composed using the owned content of the player; an identification means that, if the judgment is denied, identifies, as specific content, content owned by the player that is missing from the clear deck; and a control means that displays an acquisition screen to the player so that the player can acquire the specific content by consuming a cost.
[0014] In addition, an information processing device according to an eighth aspect of the present invention is an information processing device that executes a quest using a deck composed of a predetermined number or less of owned content owned by a player, and is equipped with: a storage means that stores a clear deck, which is the deck used when clearing the quest, in correspondence with the quest; a judgment means that, when the player selects a quest to execute, judges whether a clear deck corresponding to the quest can be composed using the content owned by the player; an identification means that, if the judgment is denied, identifies as specific content, content owned by the player that is missing from the clear deck; and a control means that displays an acquisition screen to the player so that the player can acquire the specific content by consuming a cost before executing the selected quest. [Effects of the Invention]
[0015] According to the present invention, it is possible to motivate players to continue playing the game. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 4 is a diagram showing an example of an acquisition screen according to the first embodiment. [Figure 7] FIG. 4 is a diagram illustrating an example of a notification screen according to the first embodiment. [Figure 8]10 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to a second embodiment. [Figure 9] FIG. 10 is a diagram showing an example of a development screen according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0017] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.
[0018] ---First embodiment--- First, the first embodiment will be described.
[0019] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0020] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected 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 players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.
[0022] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. 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 to include a CPU (Central Processing Unit) 22 and a memory 24.
[0025] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. 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 configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0028] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.
[0029] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone 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 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0031] The main control unit 30 is configured to include a CPU, 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 to control these connection destinations.
[0032] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0033] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0034] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0035] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0036] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.
[0037] The speaker 42 has a function of outputting game sounds and the like.
[0038] <Game Overview> The game according to the first embodiment includes quests and purchase games in which the player can acquire characters as an example of content, and training games in which the player can train the content (characters). These quests may be called battle games, dungeons, exploration games, missions, etc.
[0039] A quest according to the first embodiment is a game in which the objective is to satisfy predetermined clearing conditions (tasks). For example, this quest is a battle game in which, based on an instruction (request) from a player to select a quest from a quest menu, a deck composed of a predetermined number (e.g., one or five) or less of the player's owned characters (owned content) is pitted against enemy characters (enemy content) appearing in the quest. For example, a quest according to the first embodiment is a turn-based battle game in which the player's deck and enemy characters attack each turn. This deck is sometimes referred to as a party or team. Examples of cases in which the clearing conditions are satisfied include defeating all enemy characters appearing in the quest (e.g., reducing their hit points to 0 or less). Examples of cases in which the clearing conditions are not satisfied (failure to clear) include cases in which all owned characters composed in the deck are annihilated (all characters' hit points are reduced to 0 or less).
[0040] Furthermore, in a quest according to the first embodiment, if a player satisfies the clearing conditions, a clearing reward is awarded to the player. Examples of the clearing reward include non-chargeable items (e.g., free stones), currency items such as coins, material items, characters, weapon items, armor items, and player experience points. Furthermore, in the first embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened to the player (made playable). This new quest may be, for example, more difficult than the quest the player cleared, but may offer a more advantageous quantity and quality of clearing reward. Note that in a quest according to the first embodiment, a reward (e.g., a portion of the clearing reward) may be awarded to the player even if the player fails to clear the quest.
[0041] In addition, in the first embodiment, the player can organize a deck to be used for a quest by arbitrarily selecting a predetermined number or less of characters from the characters they own in an organization menu for organizing a deck to be used for the quest in advance.
[0042] The purchase game according to the first embodiment is a game in which a player can purchase content (such as characters, material items, and weapon items) by consuming a cost (value). This cost (value) can be, for example, a currency item. This currency item can be, for example, a paid item (such as paid stones), a non-paid item (such as free stones), or coins. A paid item is a paid item that is granted to a player based on payment by money, prepaid card, electronic money, credit card, cryptocurrency, or the like. A non-paid item is a free item that is granted to a player within the game. This non-paid item may, for example, have the same value as a paid item, or may have a lower value than a paid item. For example, in this purchase game, a player can issue an instruction (request) to purchase content sold in an in-game shop, and consume a currency item associated with the content to purchase (acquire) the content. Note that the content sold in the in-game shop may be fragments of the content. For example, a player can generate (acquire) one piece of content A by collecting a predetermined number (e.g., 50) of fragments of content A (e.g., character A).
[0043] In the training game according to this embodiment, a first character synthesis is performed by consuming predetermined material items or coins for each predetermined parameter (e.g., level or number of turns required to activate a skill) of the character to be trained, thereby strengthening the character to be trained. Examples of strengthening the character to be trained include increasing the level of the character to be trained and decreasing (reducing) the number of turns required to activate a skill of the character to be trained. For example, the player can designate one character from the list of owned characters in the character strengthening menu, and designate that one character as the character to be trained (character to be strengthened) for the first character synthesis.
[0044] Furthermore, in the training game according to this embodiment, the second character synthesis is an evolution synthesis in which the training target character evolves by consuming a material character that has been previously associated with the training target character. Examples of this material character include a character with the same name as the training target character (e.g., a character with the same character ID or a character before and after evolution), or 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, an increase in the maximum level of the training target character, and a decrease (reduction) in the minimum number of turns required for the training target character to activate a skill. For example, the player can designate one of the characters he / she owns in the character evolution menu, and designate that one character as the character to be developed (character to be evolved) for second character synthesis.
[0045] <Functional means> (Example 1) FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.
[0046] 4, the server device 10 has, as functional components, a storage means 50, a determination means 52, an identification means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage devices 28 or the like. Note that all or 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, organized deck information, quest progress information, etc.
[0049] The player rank increases, for example, when the player gains 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 character owned by the player. This character includes material characters. This owned character ID is assigned, for example, each time the player acquires (owns) a character. The owned character information includes, for example, the character's character ID, ability parameters, and equipment item information. Examples of ability parameters include level, hit points, attack power, defense power, and the number of turns required to activate a skill. For example, the higher the level, hit points, attack power, and defense power, the more advantageous the player is in the game (quest). The number of turns required to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the number of turns required to activate a skill, the more advantageous the player is in the game (quest). Details of skills will be described later. The equipment item information includes the owned item ID of an equipment item (for example, a weapon item or an armor item) equipped by the owned character.
[0052] The owned item information is stored in association with an owned item ID for each item owned by the player. This owned item ID is assigned, for example, each time the player acquires (owns) an item. The owned item information includes, for example, currency item information, material item information, and equipment item information. The currency item information includes, for example, the item ID and quantity of the currency item. Examples of currency items include paid items, non-paid items, and coins. The material item information includes, for example, the item ID and quantity of the material item. The equipment item information includes, for example, the item ID and current level of the equipment item. Examples of equipment items include weapon items, armor items, and the like.
[0053] The organized deck information includes information about the player's organized deck. This organized deck information includes, for example, the owned character IDs of a predetermined number of characters or less that have been organized into a deck by the player in advance. This deck is used when performing a quest.
[0054] The quest progress information includes, for example, the quest ID of the quest that the player has completed.
[0055] Character information 50B is stored for each character in association with the character ID of that character. Character information 50B includes, for example, the character's name, image, ability information, rarity, evolution information, purchase cost, and development cost. This character information 50B is updated as the game operator updates the game.
[0056] The ability information includes minimum and maximum values of ability parameters, skills, etc. Skills include, for example, abilities to recover the hit points of an ally character, strengthen the attack power or defense power of an ally character, or inflict damage on an enemy character in a quest. For example, a skill is automatically activated when the same number of turns as the character's skill activation turn number has passed in a quest.
[0057] Rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, as the number of stars. Characters with high rarity are set with ability parameters, skills, etc. that are advantageous in the game (e.g., quests). For example, characters with high rarity have a high maximum level.
[0058] The evolution information includes the evolved character ID if the character is evolvable. If the character is not evolvable, the evolution information includes #N / A.
[0059] The purchase cost includes the cost (value) required to purchase (acquire) a character. This purchase cost is set, for example, only for characters that can be purchased in an in-game shop. For example, the purchase cost for character A is 300 paid items or non-paid items. Also, for example, the purchase cost for character B is 2,000 coins. Note that the purchase cost includes #N / A if the character cannot be purchased.
[0060] The development cost includes the cost required to develop (strengthen or evolve) a character. For example, the cost required to increase the level of character A by 1 is material item T and 10 coins. Note that the cost required to increase the level by 1 may differ depending on the level of the character. For example, the cost required to decrease the number of turns required to activate a skill of character A by 1 is material item R and 100 coins. Note that the cost required to decrease the number of turns required to activate a skill by 1 may differ depending on the number of turns required to activate a skill of a character. Also, for example, the cost required to evolve character A is character A (a character with the same character ID as character A).
[0061] 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 of the quest, enemy character information, clear deck information, and clear reward information.
[0062] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.
[0063] The clear deck information includes information about the clear deck, which is the deck used when a quest is cleared. For example, the clear deck information includes the character ID and ability parameters (level, etc.) of each character that constitutes the deck (clear deck) used by each player to clear the quest. This clear deck information includes one or more decks. In the first embodiment, the clear deck information includes, for example, up to 20 of the most recent clear decks used to clear the quest (from the first deck to the twentieth deck most recently cleared).
[0064] The clear reward information includes the number of rewards to be acquired and a drop rate associated with each reward that the player can acquire when clearing a quest. Examples of such rewards include non-chargeable items, coins, characters, material items, weapon items, armor items, and player experience points. The drop rate is, for example, the probability that the player will acquire a character, material item, weapon item, or armor item. For example, the higher the difficulty of a quest, the higher the drop rate.
[0065] The determination means 52 is a functional means for making various determinations. In the first embodiment, when a player fails to clear a quest, the determination means 52 determines whether or not a clear deck associated with the quest can be organized (created) using characters owned by the player.
[0066] For example, the determination means 52 refers to the owned character information in the owned content information in the player information 50A and the clear deck information in the quest information 50C to determine whether or not a clear deck associated with a quest that the player was unable to clear can be organized with the player's owned characters. Specifically, the determination means 52 compares the character IDs included in the owned character information with the character IDs of the characters that make up each deck included in the clear deck information to determine whether or not at least one clear deck can be organized with the owned characters. For example, the determination means 52 makes a positive determination when one of the clear decks included in the clear deck information of the quest information 50C can be organized using the characters owned by the player.
[0067] This single clear deck may be, for example, a deck (clear deck) designated by the player from a list screen showing multiple clear decks associated with a quest that the player failed to clear. For example, the control means 56 refers to the clear deck information in the quest information 50C, and when the player fails to clear a quest, causes the touch panel 32 to display a list screen of the clear decks associated with the quest. Next, the control means 56 accepts the player's designation of the single clear deck shown on the list screen. Next, the determination means 52 compares the character IDs included in the owned character information with the character IDs of each character that constitutes the designated single clear deck, and determines whether the single clear deck can be organized using the owned characters.
[0068] The identification means 54 is a functional means for identifying one or more contents (characters). In the first embodiment, when the determination by the determination means 52 is negative, the identification means 54 identifies, as specific characters (specific contents), characters that are missing from the clear deck associated with the quest that the player was unable to clear, among the characters owned by the player.
[0069] For example, the specifying means 54 refers to the clear deck information in the quest information 50C and specifies, as the specific clear decks, one or more clear decks that have the fewest characters not yet owned by the player among the clear decks associated with the quests that the player was unable to clear. Next, the specifying means 54 specifies, as the specific characters, characters that are missing from the specific clear decks among the characters owned by the player (characters not yet owned). In addition, a specific clear deck may be a clear deck designated (selected) by the player from multiple clear decks, a clear deck in which missing characters (characters not owned) can be purchased from an in-game shop, or a clear deck in which missing characters (characters not owned) can be purchased using currency items owned by the player.
[0070] Also, for example, a specific character is a character that a player can purchase with a currency item in an in-game shop. In other words, the identification means 54 does not identify a character that cannot be purchased in an in-game shop as a specific character. For example, the identification means 54 refers to the purchase cost of the character information 50B and identifies a character that can be purchased in an in-game shop as a specific character.
[0071] Furthermore, for example, the specific character is a character that can be purchased with a currency item owned by the player. For example, the identification means 54 refers to the owned item information in the owned content information in the player information 50A, and identifies as the specific character a character that can be purchased with the number of currency items owned by the player or less.
[0072] Also, for example, when one character is missing from the clear deck among the characters owned by the player, the specifying means 54 specifies that one character as a specific character. Also, for example, when two characters are missing from the clear deck among the characters owned by the player, the specifying means 54 specifies those two characters as specific characters.
[0073] The control means 56 is a functional means for controlling the entire game. In the first embodiment, the control means 56 displays an acquisition screen for the player to acquire a specific character by consuming a cost (for example, a currency item). This acquisition screen includes, for example, an image showing the specific character and the purchase cost of the specific character.
[0074] Furthermore, for example, when the determination means 52 determines that one clear deck associated with a quest can be organized (the determination is affirmative), the control means 56 displays a notification screen notifying the player that a clear deck can be organized using the characters owned by the player. This notification screen includes, for example, images showing each character included in the clear deck that the player can organize. This notification screen also includes a button (operation area) for replaying the quest using the clear deck that can be organized.
[0075] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the first embodiment. The processing of the following steps is initiated, for example, when a player selects a certain quest (Quest B) in the quest menu and issues an instruction to execute it. The order and content of the following steps can be changed as appropriate. A variable n, which will be described later, is initialized to 0. A formation possible flag, which will be described later, is initialized to OFF.
[0076] (Step SP10) The determination means 52 determines whether or not the player has met the clearing conditions for a certain quest. For example, if all of the owned characters organized in the deck are annihilated (if the hit points of all characters become 0 or less), the determination means 52 makes a negative determination. If the determination is positive, the process ends the series of processes shown in FIG. 5. On the other hand, if the determination is negative, the process proceeds to step SP12.
[0077] (Step SP12) The control means 56 increments the variable n by 1. Then, the process proceeds to step SP14.
[0078] (Step SP14) The determination means 52 determines whether the nth clear deck associated with a certain quest can be organized using the player's owned characters. For example, the determination means 52 references the owned character information in the owned content information in the player information 50A and the clear deck information in the quest information 50C to determine whether the nth deck most recently cleared by each player can be organized using the player's owned characters. If the determination is affirmative, the process proceeds to step SP16. On the other hand, if the determination is negative, the process proceeds to step SP18.
[0079] (Step SP16) The control means 56 sets the composition possible flag to ON, and the process then proceeds to step SP18.
[0080] (Step SP18) The determination means 52 determines whether or not there is a next cleared deck. For example, the determination means 52 references the cleared deck information in the quest information 50C to determine whether or not there is a most recently cleared (n+1)th deck. If the determination is affirmative, the process proceeds to step SP12. On the other hand, if the determination is negative, the process proceeds to step SP20.
[0081] (Step SP20) The determination means 52 determines whether the formation possible flag is ON. If the determination is affirmative, the process proceeds to step SP26. On the other hand, if the determination is negative, i.e., if a clear deck cannot be formed using the player's characters, the process proceeds to step SP22.
[0082] (Step SP22) The identification means 54 identifies, as specific characters, characters lacking from a clear deck associated with a certain quest, among the characters owned by the player. Specifically, the identification means 54 references the clear deck information in the quest information 50C and identifies, as specific clear decks, one or more clear decks with the fewest characters not yet owned by the player. Next, the identification means 54 identifies, as specific characters, characters lacking from the specific clear deck, among the characters owned by the player. Then, the process proceeds to step SP24.
[0083] (Step SP24) The control means 56 causes the touch panel 32 to display an acquisition screen for acquiring a specific character that is missing from a clear deck associated with a certain quest.
[0084] FIG. 6 is a diagram showing an example of an acquisition screen 60 according to the first embodiment.
[0085] As shown in FIG. 6, the acquisition screen 60 is provided with a specific clear deck information area 62, a purchase button 64, an organization button 65, a back button 66, and a challenge button 68. The specific clear deck information area 62 displays images of characters included in the specific clear deck identified in step SP22, ownership information indicating whether the player owns the characters, etc. In this specific clear deck information area 62, images of characters not owned by the player (specific characters) are displayed in a different manner (e.g., grayed out) from the images of characters owned by the player. The purchase button 64 is a button for issuing an instruction to purchase (acquire) a corresponding character. This purchase button 64 is provided, for example, corresponding to a specific character (a missing character). Furthermore, the cost (purchase cost) required to purchase the corresponding character is displayed near (above) the purchase button 64. For example, when the purchase button 64 is pressed, the control means 56 consumes the cost to allow the player to acquire the corresponding specific character. Note that when the purchase button 64 is pressed by the player, the control means 56 may display a confirmation screen for confirming whether or not to purchase the corresponding specific character. The organization button 65 is a button for issuing an instruction to organize (copy) the corresponding clear deck into the player's organized deck. For example, if the corresponding clear deck contains a character that the player does not own, that character will not be organized (copied). For example, the player can purchase characters that are missing from the clear deck by pressing the purchase button 64, and then organize (copy) all characters included in the clear deck into the organized deck by pressing the organization button 65 corresponding to that clear deck. The back button 66 is a button for issuing an instruction to return to the quest menu. The challenge button 68 is a button for issuing an instruction to challenge a certain quest again using the player's organized deck.
[0086] Then, the series of processes shown in FIG. 5 ends.
[0087] (Step SP26) The specifying means 54 specifies the clear deck that was determined in step SP14 to be able to be organized with the player's owned characters as a specific clear deck, and the process then proceeds to step SP28.
[0088] (Step SP28) The control means 56 causes the touch panel 32 to display a notification screen for notifying that a clear deck associated with a certain quest can be organized.
[0089] FIG. 7 is a diagram showing an example of a notification screen 70 according to the first embodiment.
[0090] As shown in FIG. 7, the notification screen 70 is provided with a specific cleared deck information area 72, a composition button 74, a back button 66, and a challenge button 68. The specific clear deck information area 72 displays images of characters included in the specific clear deck identified in step SP26, ownership information indicating that the player owns the characters, and the like. The organization button 74 is a button for issuing an instruction to organize (copy) the corresponding clear deck into the player's organized deck.
[0091] Then, the series of processes shown in FIG. 5 ends.
[0092] (Example 2) In the above-mentioned specific example 1, it was explained that the control means 56 displays an acquisition screen or a notification screen when the player fails to clear the quest, but it may also be configured to display an acquisition screen or a notification screen before the player executes (plays) the quest selected by the player.
[0093] For example, when a player selects a quest to execute (play) from the quest menu, the determination means 52 determines whether or not a clear deck associated with the quest can be organized using the characters owned by the player. For example, the determination means 52 references the owned character information in the owned content information in the player information 50A and the clear deck information in the quest information 50C to determine whether or not at least one of the clear decks associated with the quest selected by the player can be organized using the characters owned by the player.
[0094] This clear deck may be, for example, a deck (clear deck) designated by the player from a list screen showing multiple clear decks associated with a quest selected by the player. For example, when the player selects a quest, the control means 56 refers to the clear deck information in the quest information 50C and causes the touch panel 32 to display a list screen of the clear decks associated with the quest. Next, the control means 56 accepts the player's designation of the clear deck shown on the list screen. Next, the determination means 52 compares the character IDs included in the owned character information with the character IDs of the characters that make up the designated clear deck, and determines whether the clear deck can be organized using the owned characters.
[0095] Furthermore, for example, if the determination by the determination means 52 is negative, i.e., if the player's owned characters cannot be used to organize a clear deck associated with the selected quest, the identification means 54 identifies, among the player's owned characters, characters that are missing from the clear deck associated with the quest selected by the player (unowned characters) as specific characters. For example, the identification means 54 references the clear deck information in the quest information 50C and identifies, as specific clear decks, one or more clear decks that have the fewest characters not yet owned by the player among the clear decks associated with the quest selected by the player. Next, the identification means 54 identifies, among the player's owned characters, characters that are missing from the specific clear deck (unowned characters) as specific characters.
[0096] Furthermore, for example, before the player executes (plays) the quest selected by the player, the control means 56 displays to the player an acquisition screen for consuming a cost to acquire a specific character.
[0097] Also, for example, when the judgment means 52 judges that a clear deck corresponding to a quest can be organized (the judgment is affirmative), the control means 56 displays a notification screen notifying the player that a clear deck can be organized using the characters owned by the player.
[0098] <Effects> As described above, in the first embodiment, a program is provided for executing a quest using a deck made up of a predetermined number or less of owned content owned by a player, and causes a computer to function as a storage means 50 for storing a clear deck, which is the deck used to clear the quest, in association with the quest; a determination means 52 for determining, if the player is unable to clear the quest, whether a clear deck associated with the quest can be formed using the player's owned content; an identification means 54 for identifying, if the determination is negative, content lacking from the player's owned content as specific content; and a control means 56 for displaying an acquisition screen for the player to acquire the specific content by consuming a cost.
[0099] With this configuration, if a player is unable to clear a quest, the player can easily obtain the content that is missing from the clear deck associated with that quest, thereby motivating the player to continue playing the game.
[0100] In addition, in the first embodiment, the program is for executing a quest using a deck composed of a predetermined number or less of owned content owned by a player, and causes a computer to function as: a storage means 50 that stores a clear deck, which is the deck used to clear the quest, in association with the quest; a determination means 52 that, when a player selects a quest to play, determines whether a clear deck associated with the quest can be composed using the content owned by the player; an identification means 54 that, if the determination is negative, identifies, as specific content, content owned by the player that is missing from the clear deck; and a control means 56 that displays an acquisition screen to the player so that the player can acquire the specific content by consuming a cost before playing the quest selected by the player.
[0101] With this configuration, when a player selects a quest to play, the player can easily obtain the content that is missing from the clear deck associated with that quest, thereby motivating the player to continue playing the game.
[0102] In the first embodiment, one clear deck is a deck selected by the player from a list screen that displays multiple clear decks associated with a quest.
[0103] With this configuration, the content that is missing from the clear deck specified by the player can be easily acquired, allowing the player to easily assemble the desired clear deck.
[0104] In the first embodiment, the cost is a currency item, and the specific content is content that the player can purchase with the currency item in an in-game shop.
[0105] According to this configuration, the specific content that can be purchased with the currency item is displayed on the acquisition screen, which reduces the effort required for the player to search for and purchase the specific content in the in-game shop.
[0106] In the first embodiment, the specific content is content that can be purchased with a currency item owned by the player.
[0107] According to this configuration, an acquisition screen is displayed that allows the player to acquire specific content that can be purchased, so the player can easily assemble a clear deck.
[0108] Furthermore, in the first embodiment, if the determination is affirmative, the control means 56 displays a notification screen notifying the player that a clear deck can be organized using the content owned by the player.
[0109] With this configuration, the player is notified of the clear decks that can be organized based on the content owned by the player, thereby reducing the effort required for the player to organize a clear deck.
[0110] ---Second embodiment--- Next, a second embodiment will be described.
[0111] The second embodiment differs from the first embodiment in that the identification means 54 identifies a character (content) that can be trained and is included in the deck used in the quest as a specific character (specific content), and the control means 56 displays a training screen in which a specific character is trained by consuming a cost. Note that the configuration and functions of the game system 1 according to the second embodiment, which will not be described below, are the same as those of the game system 1 according to the first embodiment.
[0112] (Example 3) In the second embodiment, the development cost of character information 50B includes currency items required to develop (strengthen or evolve) a character. For example, the currency item required to increase the level of character A by one is one paid item or one non-paid item. Note that the currency item required to increase the level by one may differ for each character level. For example, the currency item required to decrease the number of turns required to activate a skill for character A by 1 is 500 coins. Note that the cost required to decrease the number of turns required to activate a skill by 1 may differ depending on the number of turns required to activate a skill for each character. For example, the cost required to evolve character A once is 100 paid items, and for example, the cost required to evolve character A twice is 300 paid items.
[0113] In the second embodiment, when a player fails to clear a quest, the identification means 54 identifies a character that can be developed among the player's characters included in the deck used for the quest as a specific character. For example, this specific character is a character whose predetermined parameter has not reached a limit value (maximum or minimum value). Also, for example, the specific character is a character that can be evolved.
[0114] For example, when a player fails to clear a quest, determination means 52 refers to the owned character information and organized deck information in player information 50A and the ability information in character information 50B to determine whether any of the owned characters included in the deck used for the quest have not reached the maximum level. Subsequently, if the determination is affirmative, identification means 54 identifies the character whose level has not reached the maximum level as a character that can be trained (specific character).
[0115] Furthermore, for example, when a player fails to clear a quest, determination means 52 refers to the owned character information and organized deck information in player information 50A and the ability information in character information 50B to determine whether or not there are any characters included in the deck used for the quest whose number of turns to activate a skill has not reached the minimum value. Subsequently, if the determination is affirmative, identification means 54 identifies the characters whose number of turns to activate a skill has not reached the minimum value as characters that can be trained (specific characters).
[0116] Furthermore, for example, when a player fails to clear a quest, the determination means 52 refers to the owned character information and organized deck information in the player information 50A and the evolution information in the character information 50B to determine whether or not there is a character (an evolvable character) among the owned characters included in the deck used for the quest, whose evolution information includes a post-evolve character ID. Subsequently, if the determination is affirmative, the identification means 54 identifies the character whose evolution information includes a post-evolve character ID as a nurturing character (a specified character).
[0117] In the second embodiment, the control means 56 causes a development screen to be displayed on the touch panel 32, in which the player develops a specific character by consuming a cost. This cost is, for example, a currency item (a charged item, a non-charged item, coins, etc.).
[0118] Furthermore, for example, in response to a training instruction to train a specific character by a player on the training screen (for example, pressing a training button), the control means 56 consumes currency items to change a predetermined parameter of the specific character to its limit value. For example, the control means 56 references the training cost in the character information 50B and consumes a number of currency items according to the difference between the current value and the limit value of the predetermined parameter.
[0119] For example, if the current level of a specific character is 60 and the maximum value of that level is 100 (the difference is 40), the control means 56 will consume 40 paid items or non-paid items to change the level of that specific character to 100 (the maximum value).
[0120] Also, for example, if the current value of the number of turns for skill activation of a specific character is 5 and the minimum value of the number of turns for skill activation is 1 (the difference is 4), the control means 56 will consume 2,000 coins and change the number of turns for skill activation of the specific character to 1 (the minimum value).
[0121] Furthermore, for example, the control means 56 consumes currency items to evolve a specific character in response to a training instruction (for example, pressing a training button) by the player on the training screen to train the specific character. For example, if the specific character can be evolved twice, the control means 56 consumes 300 paid items to evolve the specific character twice.
[0122] Furthermore, in the second embodiment, the control means 56 changes the predetermined parameters of a specific character according to the consumption amount of a currency item selected by the player on the training screen. For example, the training screen displays an image of the specific character, the number of currency items with different consumption amounts, the change values of the predetermined parameters corresponding to the consumption amounts, and a training button corresponding to the consumption amount. When the player presses a training button on the training screen, the control means 56 changes the predetermined parameters of the specific character according to the consumption amount corresponding to the training button.
[0123] For example, when the player presses a development button that consumes 10 paid items or non-paid items, the control means 56 increases the level of a specific character (for example, character A) by 10. Also, when the player presses a development button that consumes 20 paid items or non-paid items, the control means 56 increases the level of a specific character (for example, character A) by 20.
[0124] Furthermore, for example, when the player presses a training button that consumes 1000 coins, the control means 56 decreases the number of turns for activating a skill of a specific character (for example, character A) by 2. Furthermore, for example, when the player presses a training button that consumes 2000 coins, the control means 56 decreases the number of turns for activating a skill of a specific character (for example, character A) by 4.
[0125] Furthermore, in the second embodiment, the control means 56 evolves a specific character in accordance with the consumption amount of currency items selected by the player on the training screen. For example, when the player presses a training button that consumes 100 paid items, the control means 56 evolves the specific character (e.g., character A) once. Also, for example, when the player presses a training button that consumes 300 paid items, the control means 56 evolves the specific character (e.g., character A) twice.
[0126] <Processing flow> 8 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is initiated, for example, when a player selects a certain quest (Quest B) from the quest menu and issues an instruction to execute it. The order and content of the following steps can be changed as appropriate.
[0127] (Step SP30) The determination means 52 determines whether or not the player has satisfied the conditions for clearing a certain quest. If the determination is affirmative, the process ends the series of steps shown in Fig. 8. On the other hand, if the determination is negative, the process proceeds to step SP32.
[0128] (Step SP32) The determination means 52 refers to the owned character information and organized deck information in the player information 50A and the ability information in the character information 50B to determine whether or not there is one or more characters that can be trained (for example, characters whose level has not yet reached the maximum) among the owned characters included in the deck used in a certain quest. If the determination is affirmative, the process proceeds to step SP34. On the other hand, if the determination is negative, the process proceeds to step SP44.
[0129] (Step SP34) The identification means 54 identifies the character that can be trained (for example, a character whose level has not yet reached the maximum value) determined in step SP32 as the specific character. Then, the process proceeds to step SP36.
[0130] (Step SP36) The control means 56 calculates the cost (currency item) required to raise the specific character identified in step SP34. For example, the control means 56 refers to the raising cost in the character information 50B and calculates the currency item required to change the level of each specific character to the maximum value according to the difference between the current level and the maximum value of the specific character. Then, the processing proceeds to the processing of step SP38.
[0131] (Step SP38) The control means 56 causes the touch panel 32 to display a development screen for developing a specific character used in a certain quest.
[0132] FIG. 9 is a diagram showing an example of a breeding screen 80 according to the second embodiment.
[0133] As shown in FIG. 9, the development screen 80 is provided with a used deck information area 82, a development button 84, a back button 66, and a challenge button 68. The used deck information area 82 displays information such as images of characters included in a deck used in a certain quest. The development button 84 is a button for issuing an instruction to develop a specific character. This development button 84 is provided corresponding to each specific character. Also, for example, near (above) the development button 84, the cost (currency item) required to change the level of the specific character calculated in step SP36 to the maximum value is displayed.
[0134] Returning to FIG. 8, the process proceeds to step SP40.
[0135] (Step SP40) The determination means 52 determines whether or not a training instruction for a specific character has been given on the training screen. For example, the determination means 52 determines whether or not the player has pressed the training button corresponding to the specific character. If the determination is affirmative, the process proceeds to step SP42. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 8.
[0136] (Step SP42) The control means 56 consumes the cost (currency item) corresponding to the training button to raise the level of the specific character corresponding to the training button to the maximum value, and then the process proceeds to step SP40.
[0137] (Step SP44) The control means 56 displays a completion failure screen indicating that a certain quest has not been completed on the touch panel 32. Then, the process ends the series of steps shown in FIG.
[0138] (Example 4) In the above-mentioned specific example 3, it has been explained that the control means 56 displays the training screen when the player fails to clear the quest, but the training screen may be displayed before the player executes (plays) the quest selected by the player. For example, when the player selects a quest to execute, the identification means 54 identifies, as the specific character, a character that can be trained from among the characters owned by the player and included in the deck used for the quest.
[0139] For example, when a player selects a quest to execute (play) from the quest menu, determination means 52 refers to the owned character information and organized deck information in player information 50A and the ability information in character information 50B to determine whether any of the owned characters included in the deck have not reached the maximum level. Subsequently, if the determination is affirmative, identification means 54 identifies the character whose level has not reached the maximum level as a character that can be trained (specific character).
[0140] Furthermore, for example, when the player selects a quest to execute (play) from the quest menu, the determination means 52 refers to the owned character information and organized deck information in the player information 50A and the ability information in the character information 50B to determine whether or not there are any characters among the owned characters included in the deck whose number of turns to activate a skill has not reached the minimum value. Subsequently, if the determination is affirmative, the identification means 54 identifies the characters whose number of turns to activate a skill has not reached the minimum value as characters that can be trained (specific characters).
[0141] Furthermore, for example, when the player selects a quest to execute (play) from the quest menu, the determination means 52 refers to the owned character information and organized deck information in the player information 50A and the evolution information in the character information 50B to determine whether or not there is a character (an evolvable character) among the owned characters included in the deck whose evolution information includes a post-evolve character ID. Subsequently, if the determination is affirmative, the identification means 54 identifies the character whose evolution information includes a post-evolve character ID as a character that can be trained (a specified character).
[0142] Furthermore, for example, before the player executes the quest selected by the player, the control means 56 causes the touch panel 32 to display a development screen that allows the player to develop a specific character by consuming costs.
[0143] <Effects> As described above, in the second embodiment, a program is provided for executing a quest using a deck made up of a predetermined number or less of owned content owned by a player, and causes a computer to function as an identification means 54 for identifying, if the player is unable to clear the quest, content that can be developed from the player's owned content included in the deck used for the quest as specific content, and as a control means 56 for displaying to the player a development screen on which the player can develop the specific content by consuming a cost.
[0144] With this configuration, if a player is unable to clear a quest, the player can easily develop the content contained in the deck used for that quest, thereby motivating the player to continue playing the game.
[0145] In addition, in the second embodiment, the program executes a quest using a deck composed of a predetermined number or less of owned content owned by a player, and causes a computer to function as: an identification means 54 that, when the player selects a quest to execute, identifies, as specific content, content that can be developed from the player's owned content included in the deck to be used for the quest; and a control means 56 that displays to the player a development screen that allows the player to develop the specific content by consuming a cost before executing the quest selected by the player.
[0146] With this configuration, when a player selects a quest to play, the player can easily develop the content included in the deck used for that quest, thereby motivating the player to continue playing the game.
[0147] In the second embodiment, the cost is a currency item.
[0148] With this configuration, players can easily develop specific content using currency items they own, without having to acquire material items or specific content through quests or the like, thereby motivating players to continue playing the game.
[0149] In the second embodiment, the specific content is content in which the predetermined parameter has not reached the limit value.
[0150] According to this configuration, content whose predetermined parameters have not yet reached their limit values can be easily developed as specific content, thereby providing the player with motivation to continue playing the game.
[0151] Furthermore, in the second embodiment, the control means 56 changes the predetermined parameter of the specific content to the limit value in response to a training instruction to train the specific content by the player on the training screen.
[0152] According to this configuration, the predetermined parameter of the specific content can be easily made to reach the limit value, which can motivate the player to continue playing the game.
[0153] Furthermore, in the second embodiment, the control means 56 changes a predetermined parameter of a specific content in accordance with the consumption amount of a currency item selected by the player on the training screen.
[0154] According to this configuration, the player can select the amount of currency items to be consumed and can arbitrarily adjust the amount of change in the predetermined parameter of the specific content.
[0155] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.
[0156] For example, in the first embodiment, the clear deck is described as the deck used by each player to clear a quest, but it may also be a deck used by the player himself, the player's friends, the player's guild mates, etc. Also, the clear deck may be a deck predetermined by the game operator.
[0157] Furthermore, in the first embodiment, the acquisition screen is described as being provided with a purchase button that allows a player to directly purchase a specific character, but pressing the purchase button may also allow the player to purchase fragments for generating a specific character. For example, if a player can generate (acquire) one character A by collecting a predetermined number of fragments of character A (e.g., 50), the acquisition screen may allow the player to purchase a number of fragments that is the difference between the predetermined number and the number of fragments of the specific character that the player owns. The acquisition screen may also be provided with an equipment item purchase button for purchasing equipment items equipped by characters included in the clear deck.
[0158] In the first embodiment, the notification screen displays a clear deck that can be organized using characters owned by the player, but the notification screen may also display a clear deck that includes characters not owned by the player in addition to the clear deck. For example, a purchase button similar to that on the acquisition screen may be associated with the characters not owned by the player.
[0159] In addition, in the first embodiment, the identification means 54 has been described as identifying one or more clear decks that have the fewest characters not yet owned by the player among the clear decks associated with the quest as the specific clear decks, but a clear deck that has less than a predetermined number of characters not yet owned (for example, two) may also be identified as the specific clear deck.
[0160] In the first embodiment, when the purchase button is pressed on the acquisition screen, the control means 56 consumes a cost to allow the player to acquire the corresponding character. However, the control means 56 may also change predetermined parameters (e.g., level or number of turns required to activate a skill) to their limit values at the same time as purchasing the character. In this case, the consumed cost includes the cost of purchasing the character and the cost of raising the predetermined parameters to their limit values. This raising cost may be a currency item or a material item. The control means 56 may also purchase the character and simultaneously evolve the character a maximum number of times. In this case, the cost consumed includes the cost of purchasing the character and the cost of raising the character to evolve a predetermined number of times. This raising cost may be a currency item or a material character.
[0161] In the first embodiment, the acquisition screen is described as having a purchase button corresponding to a specific character, but a bulk purchase button for purchasing all the specific characters at once may be provided. For example, the cost required to purchase all the specific characters is displayed near (above) the bulk purchase button.
[0162] Furthermore, in the second embodiment, the cost required for character development is described as currency items, but it may also be material items, specific characters, etc. For example, when a development button is pressed on the development screen, the control means 56 may consume material items to raise the level of the specific character corresponding to the development button to the maximum value. Furthermore, the number of currency items required for character development may be, for example, the same as the number required to purchase material items or specific characters that will raise the level of the specific character to the maximum value, or may be a different number (more or less) than the required number.
[0163] Also, in the second embodiment, in the above step SP44, the control means 56 is described as displaying a failed clear screen on the touch panel 32 to indicate that a certain quest has not been cleared, but it may also display the acquisition screen or notification screen (clear deck) in the first embodiment.
[0164] In the second embodiment, the case where the training screen has a training button corresponding to a specific character has been described, but a batch training button for training all the specific characters at once may also be provided. For example, the cost required to train all the specific characters is displayed near (for example, above) the batch training button.
[0165] Furthermore, in the second embodiment, the control means 56 has been described as raising the level of a specific character to the maximum value in response to pressing of a training button on the training screen, but the level of a specific character may be raised by a predetermined value (for example, 1) in response to pressing of the training button. In this case, the cost required to change the level of the specific character by the predetermined value is displayed near (for example, above) the training button.
[0166] Furthermore, in the second embodiment, the control means 56 has been described as displaying a development screen for developing a specific character that can be developed, but it may also display a development screen for equipping (purchasing) a specific character with more powerful weapon items or armor items. For example, the determination means 52 refers to the owned character information and organized deck information in the player information 50A and determines whether or not a owned character included in the deck can equip a more powerful weapon item than the weapon item currently equipped by the owned character. If the determination is affirmative, the identification means 54 then identifies, as a specific character, a character included in the deck that can equip the more powerful weapon item. The control means 56 then displays on the touch panel 32 a training screen that allows the player to consume a cost to equip the specific character with a more powerful weapon item (to purchase and equip the weapon item).
[0167] In addition, in the second embodiment, if a weapon item or armor item equipped by a character owned and included in the deck can be strengthened, the control means 56 may display a training screen for strengthening the weapon item or armor item. For example, the determination means 52 refers to the owned character information, owned item information, and organized deck information in the player information 50A to determine whether or not the armor items equipped by the owned characters included in the deck can be strengthened. Specifically, the determination means 52 makes a positive determination if any armor items equipped by the owned characters included in the deck have not yet reached the maximum level (e.g., 100). Next, if the determination is positive, the identification means 54 identifies, as specific characters, the owned characters included in the deck whose armor items can be strengthened. Next, the control means 56 causes the touch panel 32 to display a training screen that allows the player to spend a cost to strengthen the armor items equipped by the specific characters. [Explanation of symbols]
[0168] 10...Server device 12...Terminal device 50...Memory means 52...Judgment means 54…Identification means 56...Control means
Claims
[Claim 1] A program that allows a player to execute quests using a deck composed of a predetermined number or less of owned content, Computers, A memory means that associates a quest with a "clear deck," which is the deck used to complete that quest. A determination means for determining whether a player can assemble a clear deck associated with the quest based on the content owned by the player if the player fails to clear the quest. If the above determination is denied, a means for identifying the content that is missing from the player's owned content in the clear deck as specific content, Control means for displaying an acquisition screen to the player for acquiring the specific content by consuming a cost, To make it function as program.