Program and information processing device

JP2024169425A5Pending Publication Date: 2026-06-01SEGA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2024-05-27
Publication Date
2026-06-01

AI Technical Summary

Technical Problem

Players are unable to complete competitive games (quests) despite referencing play videos of assembled decks, leading to frustration and abandonment of gameplay.

Method used

A program and information processing device that allows players to develop specific content within a deck using owned resources, providing training screens and costs to enhance character parameters, enabling completion of quests.

Benefits of technology

Motivates players to continue playing by facilitating deck composition and character development, reducing frustration and encouraging continued engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To motivate a player to continue playing a game.SOLUTION: A program allows a computer to function as specification means 54 for specifying content that can be grown as specific content from among a player's possessed content included in a deck used for a quest when the player cannot clear the quest, and control means 56 for displaying a growing screen for growing specific content by consuming costs to a player.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] 2. Description of the Related Art Conventionally, games have been known in which a player can play (execute) a competitive game (eg, a quest) using a deck organized by one or more pieces of content (eg, characters) owned by the player.

[0003] In this regard, Patent Document 1 discloses a technique for presenting a gameplay video (strategy video) of a competitive game in which a deck organized 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 a problem in that even if a player repeatedly played (executed) a competitive game while referring to a gameplay video in which the player's organized deck appeared, the player would not be able to clear the competitive game (quest) and would give up playing thereafter.

[0006] The present invention has been made in view of the above problems, and has an object to provide a program and an information processing device that can motivate a player to continue playing a game. [Means for solving the problem]

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a quest using a deck composed of a predetermined number or less of owned contents owned by a player, and causes a computer to function as an identification means for identifying, if the player is unable to clear a quest, content that can be developed from the player's owned contents included in the deck used for the quest as specific content, and a control means for displaying to the player a development screen that allows the player to develop 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: an identification means for, when the player selects a quest to execute, identifying, 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 for displaying to the player a development screen that allows the player to develop the specific content by consuming a cost, before the player executes the selected quest.

[0009] In a third aspect of the present invention, the cost is a currency item.

[0010] In a fourth aspect of the present invention, the specific content is content in which a predetermined parameter has not reached a limit value.

[0011] In a fifth aspect of the present invention, the control means changes a predetermined parameter of the specific content to a limit value in response to a training instruction given by the player on the training screen to train the specific content.

[0012] In a sixth aspect of the present invention, the control means changes a predetermined parameter of the specific content in accordance with a consumption amount of the currency item selected by the player on the training screen.

[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 an identification means that, if the player is unable to clear the quest, identifies as specific content a content that can be developed from the player's owned content included in the deck used for the quest, and a control means that displays to the player a development screen that allows the player to develop 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 organized from a predetermined number or less of owned content owned by a player, and when the player selects a quest to execute, the information processing device is equipped with an identification means that 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 that displays to the player a development screen that allows the player to develop the specific content by consuming a cost before the player executes the selected quest. Effect of the Invention

[0015] According to the present invention, it is possible to motivate a player to continue playing a game. [Brief description of the drawings]

[0016] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5]5 is a flowchart showing an example of the flow of processes 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 showing an example of a notification screen according to the first embodiment; [Figure 8] 13 is a flowchart showing an example of the flow of processes performed by each functional means in a game system according to a second embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a development screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0038] <Game Overview> The game according to the first embodiment includes 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), etc. These quests may be called battle games, dungeons, exploration, missions, etc.

[0039] A quest according to the first embodiment is a game in which the objective is to satisfy a predetermined clearing condition (task). For example, this quest is a battle game in which a deck made up of a predetermined number (for example, one or five) of owned characters (owned contents) owned by the player is pitted against an enemy character (enemy content) appearing in the quest, based on an instruction (request) from a quest menu by the player. 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 called a party or team. Examples of cases in which the clearing condition is satisfied include defeating all enemy characters appearing in the quest (for example, reducing hit points to 0 or less). Examples of cases in which the clearing condition is not satisfied (failure to clear) include cases in which all owned characters organized in the deck are annihilated (all characters' hit points become 0 or less).

[0040] In addition, in a quest according to the first embodiment, if a player meets the clearing conditions, a clearing reward is given 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, player experience points, and the like. In addition, in the first embodiment, if a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened (made playable) to the player. For example, this new quest will be more difficult than the quest cleared by the player, but the amount and quality of the clearing reward will be more advantageous. Note that in a quest according to the first embodiment, even if the player fails to clear the quest, a reward (e.g., a part of the clearing reward) may be given to the player.

[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 he or she owns 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 (characters, material items, weapon items, etc.) by consuming a cost (value). An example of this cost (value) is a currency item. An example of this currency item is a paid item (e.g., paid stones), a non-paid item (e.g., free stones), coins, etc. A paid item is a paid item that is granted to a player based on a payment made with money, a prepaid card, electronic money, a credit card, cryptocurrency, etc. A non-paid item is a free item that is granted to a player within the game. A 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 instruct (request) to purchase content sold in an in-game shop, and can purchase (acquire) the content by consuming a currency item associated with the content. Note that the content sold in the in-game shop may be pieces of the content. For example, a player can generate (acquire) one piece of content A by collecting a predetermined number (e.g., 50 pieces) of pieces 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 of the predetermined parameters (e.g., level or number of turns 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 to activate a skill of the character to be trained. For example, the player can designate one character from a list of owned characters in a character strengthening menu, and designate that one character as a character to be trained (character to be strengthened) for the first character synthesis.

[0044] In addition, in the training game according to this embodiment, as the second character synthesis, an evolution synthesis is performed in which the training target character evolves by consuming a material character that is previously associated with the training target character. Examples of this material character include a character with the same name as the training target character (for example, a character with the same character ID or a character before and after evolution) and a character with the same attributes as the training target character. Examples of the evolution of the training target character include an increase in the rarity of the training target character, an increase in the maximum level of the training target character, and a decrease (reduction) in the minimum number of turns for activating a skill of the training target character. For example, the player can specify one of the characters he / she owns in the character evolution menu, and designate the specified character as a character to be developed (character to be evolved) for second character synthesis.

[0045] <Functional means> (Example 1) FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0046] 4, the server device 10 comprises, as functional components, a storage means 50, 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 the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.

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

[0048] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, organized deck information, quest progress information, and the like.

[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 the owned character ID for each character owned by the player. This character includes a material character. 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 ID of the character, ability parameters, and equipment item information. Examples of the ability parameters include level, hit points, attack power, defense power, and skill activation turn number. For example, the higher the level, hit points, attack power, and defense power, the more advantageous the game (quest). The skill activation turn number includes the number of turns required for the character to activate a skill. For example, the lower the skill activation turn number, the more advantageous the game (quest). Details of the skills will be described later. The equipment item information includes the owned item ID of the 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 the currency items include charged items, non-charged 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 the equipment items include weapon items and armor items.

[0053] The organized deck information includes information about the organized deck of the player. This organized deck information includes, for example, the owned character IDs of a predetermined number or less of characters organized in a deck by the player in advance. This deck is used when executing 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 the 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 hit points of an ally character, to strengthen the attack power or defense power of an ally character, or to 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 turns have passed in a quest.

[0057] 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, skills, etc. 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 at an in-game shop. For example, the purchase cost of character A is 300 paid items or non-paid items. Also, for example, the purchase cost of character B is 2000 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. Also, 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 be different for each character's number of turns required to activate a skill. 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 constituting 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 most recently cleared decks used to clear a quest (from the first deck to the twentieth deck most recently cleared).

[0064] The clear reward information includes the number of rewards acquired and a drop rate associated with each reward that the player can acquire when the quest is cleared. Examples of the rewards include non-chargeable items, coins, characters, material items, weapon items, armor items, player experience points, etc. 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 drop rate includes a higher probability for a quest with a higher difficulty level.

[0065] The determination means 52 is a functional means for performing various determinations. In the first embodiment, the determination means 52 determines whether or not a clear deck associated with a quest can be organized (created) by the player's characters when the player fails to clear the quest.

[0066] For example, the determination means 52 refers to the owned character information of the owned content information in the player information 50A and the clear deck information of 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 collates the character ID included in the owned character information with the character ID of each character constituting each deck included in the clear deck information to determine whether or not at least one of the clear decks can be organized with the owned characters. For example, when a clear deck included in the clear deck information of the quest information 50C can be organized with the characters owned by the player, the determination means 52 makes a positive determination.

[0067] This one 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 has failed to clear. For example, the control means 56 refers to the clear deck information in the quest information 50C, and when the player has failed to clear a quest, causes the touch panel 32 to display a list screen of clear decks associated with the quest. Next, the control means 56 accepts the designation of one clear deck shown on the list screen from the player. Next, the determination means 52 collates the character ID included in the owned character information with the character IDs of the characters that compose the designated one clear deck, and determines whether or not one clear deck can be organized with 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, among the characters owned by the player, a character that is missing from the clear deck associated with the quest that the player was unable to clear, as a specific character (specific content).

[0069] For example, the identification means 54 refers to the clear deck information of the quest information 50C and identifies one or more clear decks that have the fewest characters not yet owned by the player as the specific clear decks among the clear decks associated with the quests that the player has not been able to clear. Next, the identification means 54 identifies characters (unowned characters) that are missing from the specific clear deck among the characters owned by the player as the specific characters. In addition, a specific clear deck may be a clear deck specified (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 with a currency item owned by the player.

[0070] Also, for example, a specific character is a character that can be purchased by a player 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] 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 of the owned content information in the player information 50A, and identifies a character that can be purchased with the number of currency items owned by the player or less as the specific character.

[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 the 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 the 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 (e.g., a currency item). This acquisition screen includes, for example, an image showing the specific character and the purchase cost of the specific character.

[0074] Also, for example, when the determination means 52 determines that one clear deck associated with a quest can be organized (the determination is positive), 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, an image showing each character included in the clear deck that can be organized by the player. This notification screen also includes a button (operation area) for playing the quest again using the clear deck that can be organized.

[0075] <Processing flow> Fig. 5 is a flow chart 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 started, for example, when the player selects a certain quest (quest B) in the quest menu and issues an instruction to execute it. The order and contents 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 satisfied the conditions for clearing a certain quest. For example, if all of the characters owned and 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 or not the nth clear deck associated with a certain quest can be organized with the player's owned characters. For example, the determination means 52 refers to the owned character information of the owned content information in the player information 50A and the clear deck information in the quest information 50C, and determines whether or not the nth deck most recently cleared by each player can be organized with 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 proceeds to step SP18.

[0080] (Step SP18) The judgment means 52 judges whether or not there is a next cleared deck. For example, the judgment means 52 judges whether or not there is a most recently cleared n+1th deck by referring to the cleared deck information of the quest information 50C. If the judgment is affirmative, the process proceeds to step SP12. On the other hand, if the judgment is negative, the process proceeds to step SP20.

[0081] (Step SP20) The determination means 52 determines whether the composition possible flag is ON. If the determination is affirmative, the process proceeds to step SP26. On the other hand, if the determination is negative, that is, if the player's characters cannot be used to compose a clear deck, the process proceeds to step SP22.

[0082] (Step SP22) The identification means 54 identifies, among the characters owned by the player, characters that are missing from a clear deck associated with a certain quest as specific characters. Specifically, the identification means 54 refers to the clear deck information of the quest information 50C, and identifies, among the clear decks, one or more clear decks that have the fewest characters not yet owned by the player as specific clear decks. Next, the identification means 54 identifies, among the characters owned by the player, characters that are missing from the specific clear deck as specific characters. Then, the process proceeds to the process of 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 characters owned by the player. The purchase button 64 is a button for issuing an instruction to purchase (obtain) a corresponding character. This purchase button 64 is provided, for example, corresponding to a specific character (missing character). In addition, near (above) the purchase button 64, the cost (purchase cost) required to purchase the corresponding character is displayed. For example, when the purchase button 64 is pressed, the control means 56 consumes the cost to cause 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 organized deck of the player. For example, if the corresponding clear deck contains a character that the player does not own, the character is not organized (copied). For example, the player can purchase a character that is 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 the 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. Then, the process proceeds to step SP28.

[0088] (Step SP28) The control means 56 causes the touch panel 32 to display a notification screen for notifying the player 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, an organization button 74, a back button 66, and a challenge button 68. The specific clear deck information area 72 displays images of the characters included in the specific clear deck identified in step SP26, ownership information indicating that the player owns the characters, and the like. The organize 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 has been described that the control means 56 displays an acquisition screen or a notification screen when the player fails to clear the quest, but it is also possible to display the acquisition screen or the notification screen before executing (playing) 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 with the player's owned characters. 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 at least one of the clear decks associated with the quest selected by the player can be organized with the player's owned characters.

[0094] This one 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, the control means 56 refers to the clear deck information in the quest information 50C, and when the player selects a quest, causes the touch panel 32 to display a list screen of clear decks associated with the quest. Next, the control means 56 accepts the designation of one clear deck shown on the list screen from the player. Next, the determination means 52 collates the character ID included in the owned character information with the character IDs of each character constituting the designated one clear deck, and determines whether or not one clear deck can be organized with the owned characters.

[0095] Also, for example, when the determination by the determination means 52 is denied, that is, when the clear deck corresponding to the selected quest cannot be organized by the player's owned characters, the identification means 54 identifies, as the specific characters, the characters (unowned characters) that are missing from the clear deck corresponding to the quest selected by the player among the characters owned by the player. For example, the identification means 54 refers to the clear deck information of the quest information 50C, and identifies, as the specific clear deck, one or more clear decks that have the fewest characters not owned by the player among the clear decks corresponding to the quest selected by the player. Next, the identification means 54 identifies, as the specific characters, the characters (unowned characters) that are missing from the specific clear deck among the characters owned by the player.

[0096] Also, 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 acquiring a specific character by consuming a cost.

[0097] Also, for example, when the judgment means 52 judges that a clear deck corresponding to a quest can be organized (the judgment is positive), the control means 56 displays a notification screen notifying the player that a clear deck can be organized using 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 composed of a predetermined number or less of owned content owned by a player, and causes a computer to function as: storage means 50 for storing a clear deck, which is the deck used when clearing a quest, in association with a quest; judgment means 52 for judging whether a clear deck associated with the quest can be composed using the player's owned content if the player is unable to clear the quest; identification means 54 for identifying, as specific content, content that is missing from the player's owned content in the clear deck if the judgment is negative; and control means 56 for displaying an acquisition screen for the player to acquire the specific content by spending 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 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: a storage means 50 that stores a clear deck, which is the deck used when clearing the quest, in association with a 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 player's owned content; if the determination is negative, an identification means 54 that identifies, as specific content, content that is missing from the player's owned content in the clear deck; and a control means 56 that displays an acquisition screen for the player to 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] Also, in the first embodiment, one clear deck is a deck selected by the player from a list screen that shows 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 obtained, so the player can easily compile the desired clear deck.

[0104] Also, 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, thereby reducing 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 enables the player to acquire specific content that can be purchased, so that the player can easily assemble a clear deck.

[0108] Furthermore, in the first embodiment, when 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 trainable character (content) included in the deck used in the quest as a specific character (specific content), and the control means 56 displays a training screen for training the specific character by consuming a cost. 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.

[0112] (Example 3) In the second embodiment, the training cost of the character information 50B includes a currency item required to train (strengthen or evolve) a character. For example, the currency item required to increase the level of the character A by one is one charged item or one non-charged item. Note that the currency item required to increase the level by one may be different for each character level. Also, for example, the currency item required to decrease the number of turns required for character A to activate a skill by 1 is 500 coins. Note that the cost required to decrease the number of turns required for a skill to be activated by 1 may be different for each character's number of turns required for a skill to be activated. For example, the cost required to evolve character A once is 100 billable items. For example, the cost required to evolve character A twice is 300 billable 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, the 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 evolve.

[0114] 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 ability information in the character information 50B, and determines whether or not any of the owned characters included in the deck used for the quest has a character whose level has not reached the maximum value. If the determination is affirmative, the identification means 54 then identifies the character whose level has not reached the maximum value as a character that can be trained (a specific character).

[0115] Also, 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 ability information in the character information 50B to determine whether or not there is a character whose skill activation turn count has not reached the minimum value among the owned characters included in the deck used for the quest. Next, if the determination is positive, the identification means 54 identifies the character whose skill activation turn count has not reached the minimum value as a character that can be trained (specific character).

[0116] Also, for example, when the 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 (evolvable character) whose evolved character ID is included in the evolution information among the owned characters included in the deck used for the quest. Next, if the determination is positive, the identification means 54 identifies the character whose evolved character ID is included in the evolution information as a character that can be trained (specific character).

[0117] In the second embodiment, the control means 56 causes a development screen in which the player develops a specific character by consuming a cost to be displayed on the touch panel 32. This cost is, for example, a currency item (a charged item, a non-charged item, coins, etc.).

[0118] Also, for example, the control means 56 consumes currency items to change a predetermined parameter of the specific character to a limit value 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, the control means 56 refers to 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 specific parameter.

[0119] For example, if the current level of a specific character is 60 and the maximum 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 the specific character to 100 (the maximum value).

[0120] Also, for example, if the current number of turns for a specific character to activate a skill is 5 and the minimum number of turns for that skill is 1 (the difference is 4), the control means 56 will consume 2,000 coins and change the number of turns for that specific character to activate a skill to 1 (the minimum value).

[0121] Also, 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 billable items to evolve the specific character twice.

[0122] In the second embodiment, the control means 56 changes the predetermined parameters of the specific character according to the consumption amount of the 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 training button that consumes 10 paid items or non-paid items, the control means 56 increases the level of a specific character (e.g., character A) by 10. Also, for example, when the player presses a training button that consumes 20 paid items or non-paid items, the control means 56 increases the level of a specific character (e.g., character A) by 20.

[0124] Also, 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. Also, 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] In the second embodiment, the control means 56 evolves a specific character according to the consumption amount of a currency item 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 started, for example, when the player selects a certain quest (quest B) in the quest menu and issues an instruction to execute it. The order and contents 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 processes 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, and determines whether or not there is one or more characters that can be trained (for example, characters whose level has not reached the maximum value) 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 developed (for example, a character whose level has not yet reached the maximum value) determined in step SP32 as a specific character. Then, the process proceeds to step SP36.

[0130] (Step SP36) The control means 56 calculates the cost (currency item) required to train the specific character identified in step SP34. For example, the control means 56 refers to the training cost in the character information 50B and calculates the currency item required to change the level of the specific character to the maximum value according to the difference between the current level and the maximum value of each specific character. Then, the process proceeds to the process 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 the raising 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 a specific character. In addition, for example, near (above) the development button 84, a 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 issued on the training screen. For example, the determination means 52 determines whether or not a training button corresponding to a specific character has been pressed by the player. 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 processes 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. Then, the process proceeds to the process of step SP40.

[0137] (Step SP44) The control means 56 causes a completion failure screen to be displayed on the touch panel 32 to indicate that a certain quest has not been completed. Then, the process ends the series of processes shown in FIG.

[0138] (Example 4) In the above-mentioned concrete 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 a character that can be trained from among the characters owned by the player and included in the deck used for the quest as a specific character.

[0139] 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, and determines whether or not there is a character whose level has not reached the maximum value among the owned characters included in the deck. If the determination is affirmative, the identification means 54 then identifies the character whose level has not reached the maximum value as a character that can be trained (specific character).

[0140] Also, 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, and determines whether or not there is a character among the owned characters included in the deck whose skill activation turn count has not reached the minimum value. Next, if the determination is positive, the identification means 54 identifies the character whose skill activation turn count has not reached the minimum value as a character that can be trained (specific character).

[0141] Also, 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, and determines whether or not there is a character (evolvable character) whose evolution information includes an evolved character ID among the owned characters included in the deck. If the determination is affirmative, the identification means 54 identifies the character whose evolution information includes an evolved character ID as a character that can be trained (specific character).

[0142] Also, for example, 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 a cost before the player executes a quest selected by the player.

[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 among the player's owned content, and causes a computer to function as an identification means 54 for identifying, if the player is unable to clear a quest, content that can be developed among the player's owned content included in the deck used for the quest as specific content, and as a control means 56 for displaying a development screen to the player on which the specific content can be developed 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 contained in the deck used for that quest, thereby motivating the player to continue playing the game.

[0147] Also, in the second embodiment, the cost is a currency item.

[0148] With this configuration, the player can easily develop specific content using currency items that he or she owns, without having to acquire material items or specific content through quests or the like, thereby motivating the player to continue playing the game.

[0149] In the second embodiment, the specific content is content in which a predetermined parameter has not reached a limit value.

[0150] According to this configuration, content whose predetermined parameter has not yet reached its limit value can be easily developed as specific content, thereby providing the player with a motivation to continue playing the game.

[0151] Furthermore, in the second embodiment, the control means 56 changes a predetermined parameter of a specific content to a 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 caused 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 particular content.

[0155] ---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.

[0156] For example, in the first embodiment, the clear deck is the deck used by each player to clear the quest, but it may be a deck used by the player himself, the player's friends, the player's guild mates, etc. to clear the quest. Also, the clear deck may be a deck that is predetermined by the game operator.

[0157] In the first embodiment, the acquisition screen is provided with a purchase button that allows a specific character to be directly purchased. However, pressing the purchase button may allow the purchase of fragments for generating a specific character. For example, if a specific character A can be generated (acquired) by collecting a specific number of fragments (e.g., 50 fragments) of character A, the acquisition screen may allow the purchase of a number of fragments that is the difference between the specific number and the number of fragments of the specific character owned by the player. 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 shows a clear deck that can be organized using characters owned by the player, but the screen may show a clear deck that includes characters not owned by the player in addition to the clear deck. 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 a quest as the specific clear deck, 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, the control means 56 has been described as consuming a cost when the purchase button is pressed on the acquisition screen and causing the player to acquire the corresponding character, but it may also be possible to change a predetermined parameter (e.g., a level or the number of turns required to activate a skill) to a limit value at the same time as purchasing the character. In this case, the cost consumed includes the purchase cost of the character and the training cost for changing the predetermined parameter to the limit value. This training cost may be a currency item or a material item. The control means 56 may also purchase the character and evolve the character a number of times that the character can evolve. In this case, the cost consumed includes the purchase cost of the character and the training cost of evolving the character a predetermined number of times. This training cost may be a currency item or a material character.

[0161] In the first embodiment, the acquisition screen is provided with 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] In the second embodiment, the cost required for character development is described as currency items, but it may 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. The number of currency items required for character development may be 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 number different (more or less) than the required number.

[0163] Also, in the second embodiment, in step SP44, the control means 56 displays a failed clear screen on the touch panel 32 to indicate that a certain quest has not been cleared, but the acquisition screen or notification screen (clear deck) in the first embodiment may also be displayed.

[0164] In the second embodiment, the case where the training button corresponding to the specific character is provided on the training screen has been described, but a collective training button for training all the specific characters at once may be provided. For example, the cost required to train all the specific characters is displayed near (for example, above) the collective training button.

[0165] 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 the training button on the training screen, but the level of a specific character may be raised by a predetermined value (e.g., 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 (e.g., above) the training button.

[0166] In addition, in the second embodiment, the control means 56 has been described as displaying a training screen for training a specific character that can be trained, but it may also be configured to display a training screen for equipping (purchasing) a more powerful weapon item or armor item to a specific character. For example, the determination means 52 refers to the owned character information and organized deck information of the player information 50A and determines whether or not the owned characters included in the deck can equip a more powerful weapon item than the weapon item equipped by the owned characters. Next, if the determination is positive, the identification means 54 identifies, as a specific character, a character that can equip the more powerful weapon item among the owned characters included in the deck. Next, the control means 56 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 (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 development 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 of the player information 50A to determine whether or not the armor item equipped by the owned character included in the deck can be strengthened. Specifically, the determination means 52 makes a positive determination when there is an armor item whose current level has not reached the maximum value (e.g., 100) among the armor items equipped by the owned characters included in the deck. Next, when the determination is positive, the identification means 54 identifies, as a specific character, a character whose armor item can be strengthened among the owned characters included in the deck. 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 item equipped by the specific character. [Explanation of symbols]

[0168] 10. Server equipment 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, If the aforementioned player fails to clear the quest, a means for identifying the content owned by the player that can be trained, which is included in the deck used for the quest, Control means for displaying a training screen to the player, where the player can cultivate the specific content by consuming costs. To make it function as program.