Program and information processing device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2024-03-27
- Publication Date
- 2026-06-24
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device.
[0002] Conventionally, games have been known in which a player can develop content (e.g., a character, an item, etc.) owned by the player. Examples of such development include increasing a predetermined parameter (e.g., a level) of the content owned by the player.
[0003] In this regard, Patent Document 1 discloses a technology for reducing the effort required for developing content, in which a content among owned contents whose specified parameters have a specified ranking (e.g., third place) is set as a reference content, and the specified parameters of other content (set content) are made to match the specified parameters (reference parameters) of the reference content. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 7264307 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in the technology described in Patent Document 1, once a reference parameter rises to a certain level, the reference parameter often remains unchanged, which poses a problem in that it is not possible to provide the player with the excitement of seeing the specified parameters of the setting content change.
[0006] The present invention has been made in consideration of the above problems, and has as its object to provide a program and an information processing device that can give the player the excitement of varying certain parameters of setting content. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as an extraction means for extracting, from among the contents owned by a player, some of the contents having high predetermined parameters as higher-ranking contents, an identification means for identifying, from the higher-ranking contents, the content having the lowest predetermined parameter as reference content, a setting means for setting, as setting content, some or all of the owned contents not extracted, and a control means for matching predetermined parameters of each of the setting contents with predetermined parameters of the reference content, and the extraction means changes the number of contents to be extracted as the higher-ranking contents in accordance with gameplay by the player.
[0008] In a second aspect of the present invention, the extraction means reduces the number of contents to be extracted as the top contents when the game play by the player satisfies a predetermined condition.
[0009] In a third aspect of the present invention, the extraction means increases the number of contents to be extracted as the top contents when the game play by the player does not satisfy a predetermined condition.
[0010] In a fourth aspect of the present invention, the predetermined condition is that the number of times the game is played within a predetermined period is equal to or greater than a predetermined number.
[0011] In a fifth aspect of the present invention, the predetermined condition is that an acquisition amount of a predetermined content in a predetermined period is equal to or greater than a predetermined amount.
[0012] In a sixth aspect of the present invention, the predetermined condition is that a consumption amount of a predetermined content in a predetermined period is equal to or greater than a predetermined amount.
[0013] In a seventh aspect of the present invention, the predetermined condition is that the total amount of purchases made in the game during a predetermined period is equal to or greater than a predetermined amount.
[0014] In an eighth aspect of the present invention, the predetermined condition is achieving a predetermined result in playing the game.
[0015] In a ninth aspect of the present invention, the extracting means initializes the number of contents to be extracted as the higher ranking contents when a certain period of time has elapsed since the number of the higher ranking contents was changed.
[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises an extraction means for extracting, from among the contents owned by a player, some of the contents having high predetermined parameters as higher-ranking contents, an identification means for identifying, from the higher-ranking contents, the content having the lowest predetermined parameter as a reference content, a setting means for setting, as set content, some or all of the owned contents not extracted, and a control means for matching, as a predetermined parameter of each of the set content, with a predetermined parameter of the reference content, and the extraction means changes the number of contents to be extracted as the higher-ranking contents in accordance with game play by the player. Effect of the Invention
[0017] According to the present invention, it is possible to provide the player with the enjoyment of varying predetermined parameters of setting content. [Brief description of the drawings]
[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] FIG. 13 is a diagram showing an example of a setting screen for setting a set character. [Figure 6]5 is a flowchart showing an example of the flow of processes performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a reference character change screen indicating that the reference character has been changed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] Hereinafter, an embodiment of the present invention (hereinafter, referred to as "the present embodiment") will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0020] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.
[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0023] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0024] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0026] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.
[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0028] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing the processes in the control device 20, including the game program 14, and information on the results of the processes.
[0029] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.
[0030] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .
[0032] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.
[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0035] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0037] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game Overview> The game according to this embodiment includes a lottery game or quest in which a character can be acquired as an example of content, and a training game in which the content (character) is trained. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a battle game, dungeon, exploration, mission, etc.
[0040] The lottery game according to this embodiment is a game that provides the player with one or more characters (contents) that are selected (randomly selected) from a group of characters (contents) that are the objects of a lottery, based on an execution request (instruction) from the player to execute the lottery game. This lottery game is executed based on the consumption of game currency owned by the player. The game currency includes, for example, paid currency and free currency. Paid currency is paid content that is given to a player based on payment of money, prepaid card, credit card, electronic money, cryptocurrency, etc. Examples of paid currency include paid items (paid items), paid coins (paid coins), and paid points (paid points). For example, in the game according to the present embodiment, a paid item can be purchased for 150 yen. On the other hand, free currency is free content that is given to a player by playing a game. Examples of free currency include non-paid items (free items), non-paid coins (free coins), and non-paid points (free points). Examples of playing a game include a player logging into a game, completing a quest or mission, etc. Free currency can be consumed in various games without distinction from paid currency. For example, in a certain lottery game, paid items and non-paid items can be consumed without distinction. Note that in another lottery game, only paid items may be consumed.
[0041] In addition, a quest according to this embodiment is a game in which a deck (party) made up of characters owned by the player is pitted against enemy characters that appear, based on instructions (requests) from the player to carry out a specified quest. For example, a player can organize a deck to be used in a quest by arbitrarily selecting a predetermined number (e.g., 5) or less of characters from among the characters owned in an organization menu for organizing a deck to be used in a quest in advance. When a player clears a quest, the player can obtain a clear reward. Examples of clearing a quest include defeating all enemy characters that appear in the quest (reducing hit points to 0 or less) and defeating a boss character that appears at the end of the quest. Examples of not meeting the clearing condition (failure to clear) include when all characters organized in the deck are annihilated (when the hit points of all characters become 0 or less). In the quest according to this embodiment, even if the player fails to clear the quest, the player may be given a reward (e.g., a part of the clearing reward).
[0042] The training game according to this embodiment is a game in which a character designated by the player from among owned characters (owned contents) is set as a character to be trained (content to be trained), and the player strengthens or evolves the character to be trained by consuming the cost (material content) owned by the player. Examples of the cost (material content) include characters (material characters), material items (strengthening items), coins, game currency, etc. The cost can be acquired as a reward for clearing quests, a game login bonus, or by purchasing from an in-game shop, etc.
[0043] In the training game according to the present embodiment, a first character synthesis is performed by consuming a predetermined cost for each predetermined parameter (e.g., level) of the character to be trained, thereby increasing (changing) the predetermined parameter of the character to be trained. Examples of the previously associated cost include material items and coins. For example, the player can designate a character from a list of owned characters in a character strengthening menu, and make the character a character to be trained (character to be strengthened). By designating the character to be trained, the player can make a request (strengthening instruction) to increase a predetermined parameter of the character to be trained on a training screen including an image of the character to be trained.
[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 cost previously associated with the training target character. Examples of the previously associated cost include a character with the same name as the training target character (e.g., 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 and an increase in the upper limit of a predetermined parameter (e.g., level) of the training target character. For example, the player can designate one of the characters owned in the character evolution menu as a character to be developed (character to be evolved). By designating this character to be developed, the player can issue a request to evolve the character to be developed (instruction to evolve).
[0045] In addition, in the training game according to this embodiment, the predetermined parameters of the set character (set content) are automatically matched (linked) with the predetermined parameters of the reference character (reference content), so the set character cannot be designated as a character to be trained (character to be strengthened). In other words, the player cannot designate the set character from the list of owned characters as a character to be trained (character to be strengthened) in the character strengthening menu. For example, if a player wants to increase a specified parameter of a set character, the player must either increase the specified parameter of a reference character, or cancel the setting of the set character on the setting screen and then designate it as a character to be developed (character to be strengthened).
[0046] <Function means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.
[0047] 4, the server device 10 comprises, as functional components, a storage means 50, an extraction means 52, an identification means 54, a setting means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.
[0048] The storage means 50 has a function of storing player information 50A, character information 50B, quest information 50C, and the like.
[0049] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, reference character information, set character information, and a settable number.
[0050] The player rank increases, for example, when the player acquires player experience points.
[0051] The owned content information includes owned character information, owned item information, and the like.
[0052] The owned character information is stored in association with an owned character ID for each owned character owned by the player. This owned character ID is, for example, assigned each time the player acquires (owns) a character. For example, the owned character ID includes a higher numerical value the more recently acquired by the player the character is. Also, for example, the owned character ID includes different numerical values even for characters of the same type. The owned character information includes, for example, the character's character ID and ability parameters. Examples of ability parameters include level, hit points, attack power, defense power, etc. In this embodiment, for example, when a character's level increases through a training game, the hit points, attack power, defense power, etc. of the character increase.
[0053] The owned item information includes item IDs and quantities of various items owned by the player. Examples of such items include game currency (e.g., paid currency or free currency), material items, coins, weapon items, armor items, etc. For example, a grade indicating strength (e.g., a number from 1 to 5) is set for each weapon item and armor item.
[0054] The reference character information includes the number of high-ranking characters (number of high-ranking contents) and the owned character ID of the reference character. The number of high-ranking characters includes the number (predetermined number) of high-ranking characters with high predetermined parameters extracted by the extraction means 52 from among the owned characters. In this embodiment, this number of high-ranking characters is changed by the extraction means 52. For example, the initial value of the number of high-ranking characters is "3." The reference character is the character with the lowest predetermined parameter (e.g., level) from among the high-ranking characters extracted by the extraction means 52.
[0055] The set character information includes the character ID of each set character and a predetermined parameter (e.g., level) of each set character before setting. The set character is, for example, one or more characters that are set (selected) in advance by the player from among the characters owned by the player.
[0056] The settable number includes the number of characters (upper limit) that the player can set as a set character. This settable number increases, for example, when the player's rank increases or when the player consumes game currency.
[0057] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name and image (character image or icon image), ability information, required cost, rarity, etc. This character information 50B is updated as the game operator updates the game.
[0058] The ability information includes initial values and upper limits of ability parameters (level, hit points, etc.), skills, etc. Skills include abilities to recover hit points of ally characters in a quest, or to inflict large damage on enemy characters.
[0059] The required cost includes the type and quantity of material content required to increase a predetermined parameter (e.g., level) of a character. This required cost is, for example, determined in advance for each predetermined parameter (level). For example, the cost required for a character to reach a predetermined parameter (level) at which the character can learn a skill is determined to be greater in type and quantity of material content than usual.
[0060] The rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, by the number of stars. Characters with high rarity are set with advantageous ability parameters (for example, upper level limit), skills, etc. in the game (for example, quests).
[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 and difficulty of the quest, enemy character information, and reward information for completing the quest.
[0062] The difficulty level includes, for example, numbers ranging from 1 to 6. For example, the difficulty level indicates that the higher the number, the more difficult it is to clear.
[0063] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.
[0064] The clear reward information includes a clear reward that can be acquired when the quest is cleared. Examples of the clear reward include game currency (free currency), characters (material characters), material items, player experience points, weapon items, armor items, etc. For example, the more difficult the quest, the greater the amount of clear reward that can be acquired.
[0065] The extraction means 52 is a functional means for extracting some characters (contents) from the characters owned by the player. In this embodiment, the extraction means 52 extracts some contents having high predetermined parameters (e.g., levels) from the characters owned by the player (owned contents) as higher-ranking characters (higher-ranking contents). For example, the extraction means 52 extracts some characters from the characters owned by the player as higher-ranking characters (higher-ranking contents) in descending order of the predetermined parameters. The some characters are, for example, the same number as the number of higher-ranking characters in the reference character information in the player information 50A. In other words, the extraction means 52 extracts characters having high predetermined parameters from the owned characters by the number of higher-ranking characters. Also, for example, when extracting a higher-ranking character, if there are multiple characters with the same specified parameters, the extraction means 52 will preferentially extract from among the multiple characters the character with the highest numerical value included in the owned character ID (the character with the latest acquisition date and time).
[0066] The extraction means 52 also extracts higher-ranked characters at a predetermined timing, such as when a predetermined period of time (e.g., one week) has passed, when a predetermined parameter (e.g., level) of an owned character changes, when a player acquires (owns) a character, when an owned character is sold (released), when an owned character is consumed as a material character, etc.
[0067] Furthermore, the extraction means 52 changes the number of characters (contents) to be extracted as high-ranking characters according to the game play by the player. That is, the extraction means 52 decreases or increases the number of high-ranking characters in the reference character information in the player information 50A according to the game play by the player. Examples of this gameplay include logging into the game, performing or clearing quests, playing lottery games, acquiring game currency (free currency), purchasing game currency (paid currency), spending game currency, acquiring characters (content), developing characters (content), guild activities (attacking enemy characters, etc.), and performing or clearing missions.
[0068] For example, the extraction means 52 reduces the number of characters extracted as higher-ranking characters when the game play by the player satisfies a predetermined condition. That is, the extraction means 52 reduces the number of higher-ranking characters by one or more when the game play by the player satisfies a predetermined condition. In this embodiment, this reduction can result in the number of higher-ranking characters being as small as one in the least. In addition, as a result of the reduction in the number of high-ranking characters, the identification means 54 will identify characters with higher (higher) ranks in the predetermined parameters as reference characters. Therefore, since the new reference parameters are equal to or greater than the previous reference parameters, the reduction in the number of high-ranking characters works to the advantage in the game (e.g., quests, missions, etc.).
[0069] Also, for example, the extraction means 52 increases the number of characters to be extracted as high-ranking characters when the game play by the player does not satisfy a predetermined condition. That is, the extraction means 52 increases the number of high-ranking characters by one or more when the game play by the player does not satisfy a predetermined condition. In addition, as the number of higher-ranking characters increases, the specification means 54 specifies characters with lower (lower) ranks in the predetermined parameters as reference characters. Therefore, the new reference parameters will be equal to or lower than the previous reference parameters, and the increase in the number of higher-ranking characters will be disadvantageous in the game (e.g., quests, missions, etc.). Specific examples of predetermined conditions relating to game play will be described below.
[0070] (1) The number of times the game is played within a specified period is equal to or greater than the specified number. For example, the predetermined condition is that the number of times the game is played within a predetermined period of time is equal to or greater than a predetermined number of times. Examples of the predetermined period of time include one day, three days, one week, one month, etc. Also, examples of the predetermined number of times include one time, two times, seven times, etc. Specifically, the predetermined condition is that the player has logged into the game at least once in the last week (from one week ago to the present). Also, the predetermined condition is that the player has cleared a specific quest at least three times in the last week (from one week ago to the present).
[0071] (2) The amount of a specified content acquired during a specified period is equal to or greater than a specified amount. For example, the predetermined condition is that the amount of a predetermined content acquired in a predetermined period is equal to or greater than a predetermined amount. Examples of the predetermined content include game currency (paid currency or free currency), characters (e.g., all characters, characters with a rarity of 5 or higher, specific characters), items (e.g., all weapon items, weapon items with a grade of 4 or higher, specific weapon items), etc. Specifically, the predetermined condition is that the player has acquired 200 or more free currency units in the last three days (from three days ago to the present). In addition, the predetermined condition is that the player has acquired (purchased) 10 or more paid currency units in the last week (from one week ago to the present). In addition, the predetermined condition is that the player has acquired one or more characters (e.g., rarity 5 or higher) in the last week (from one week ago to the present).
[0072] (3) The amount of consumption of a specified content during a specified period is equal to or greater than a specified amount. For example, the predetermined condition is that the consumption amount of a predetermined content in a predetermined period is equal to or greater than a predetermined amount. Specifically, the predetermined condition is that the player has consumed 100 or more paid currency in the most recent week (from one week ago to the present). Also, for example, the predetermined condition is that the player has consumed 200 or more free currency in the most recent three days (from three days ago to the present). Also, for example, the predetermined condition is that the player has sold (released) 10 or more characters in the most recent week (from one week ago to the present).
[0073] (4) The total amount of in-game purchases during a specified period is equal to or exceeds a specified amount. For example, the predetermined condition is that the amount of purchases (charges) made in the game during a predetermined period is equal to or greater than a predetermined amount. Specifically, the predetermined condition is that the player has purchased 200 yen or more of paid currency in the last week (from one week ago to the present). Also, the predetermined condition is that the player has purchased 100 yen or more in the in-game shop in the last three days (from three days ago to the present).
[0074] (5) Achieving a certain level of performance in gameplay For example, the predetermined condition is achieving a predetermined result in game play. Specifically, the predetermined condition is that the cumulative number of times the player has cleared a quest or mission is equal to or greater than a predetermined number. The predetermined condition may also be that the cumulative number of times the player has performed a quest or mission is equal to or greater than a predetermined number, that the cumulative number of characters acquired or owned is equal to or greater than a predetermined number, that the cumulative number of characters whose rarity or a predetermined parameter (e.g., level) has been raised to the upper limit is equal to or greater than a predetermined number, that the guild rank is equal to or greater than a predetermined rank, etc.
[0075] Furthermore, when a certain period of time has passed since the number of characters to be extracted as high-ranking characters was changed, extraction means 52 initializes the number of characters to be extracted as high-ranking characters. For example, when a certain period of time (e.g., one week) has passed since the number of high-ranking characters in the reference character information in player information 50A was decreased or increased, extraction means 52 initializes the number of high-ranking characters to an initial value (e.g., 3).
[0076] In addition, when a predetermined parameter before setting of a character that has already been set as a set character is placed in a predetermined order from the top, the extraction means 52 may cause the setting means 56 to cancel the setting of the set character and extract the character.
[0077] The identification means 54 is a functional means for identifying one of the characters (higher characters) extracted by the extraction means 52 at a predetermined timing as a reference character. In this embodiment, the identification means 54 identifies the character with the lowest predetermined parameter (e.g., level) among the characters (higher characters) extracted by the extraction means 52 as the reference character. For example, when there are multiple characters with the lowest predetermined parameter among the extracted characters, the identification means 54 identifies the character with the highest numerical value included in the possessed character ID (the character with the latest acquisition date and time) among the multiple characters as the reference character. Next, the identification means 54 stores the possessed character ID of the identified reference character in the reference character information of the player information 50A. In other words, the specification means 54 specifies, from among the characters owned by the player, a character whose predetermined parameter has a predetermined rank from the top (for example, the same rank as the number of top characters) as the reference character.
[0078] The setting means 56 is a functional means for setting characters as set characters. In this embodiment, the setting means 56 sets some or all of the owned characters not extracted by the extraction means 52 as set characters. For example, the setting means 56 sets one or more characters selected by the player from among the owned characters not extracted by the extraction means 52 on the setting screen as set characters. That is, the setting means 56 sets one or more characters selected by the player from among the owned characters excluding the higher-ranked characters extracted by the extraction means 52 as set characters. Next, the setting means 56 stores the owned character ID of the set set character in the set character information of the player information 50A.
[0079] Furthermore, the setting means 56 cancels the setting of the set character in response to an instruction from the player to cancel the setting of the set character on the setting screen (for example, pressing a setting cancellation button). For example, the setting means 56 refers to the set character information in the player information 50A and returns (for example, lowers) a predetermined parameter of the set character to a predetermined parameter before the setting. Next, the setting means 56 deletes information of the character whose setting has been canceled from the set character information in the player information 50A.
[0080] 5 is a diagram showing an example of a setting screen 60 for setting a set character. For example, the setting screen 60 is displayed when a character setting menu is selected by the player.
[0081] As shown in FIG. 5, the setting screen 60 is provided with a higher-level character information area 62, a set character information area 64, an add set character button 65, an add settable number button 66, a cancel setting button 68, and a back button 69. The higher-ranking character information area 62 displays images of characters (higher-ranking characters) with higher (e.g., 1st to 3rd) predetermined parameters (levels) than the reference character among the characters owned by the player, as well as the predetermined parameters (levels) and rankings (rankings of the predetermined parameters among the owned characters) of the higher-ranking characters. Also, the reference character is marked with a mark M and is displayed in a different manner from the other characters. The set character information area 64 displays images of characters owned by the player that the player has set as set characters, and predetermined parameters of set characters that are matched with predetermined parameters of a reference character, etc. Note that the set character information area 64 may also display predetermined parameters of each set character before setting. The set character addition button 65 is a button for issuing an instruction to add a new set character from among the characters owned by the player, excluding high-ranking characters. The settable number increase button 66 is a button for issuing an instruction to increase the settable number of set characters by 1. This addition requires, for example, consumption of game currency. The setting release button 68 is a button for issuing an instruction to release the setting of each corresponding set character. For example, when the setting release button 68 is pressed by the player, the area in which the corresponding set character was displayed is changed to the set character addition button 65. The back button 69 is a button for issuing an instruction to return (transition) to the main menu screen.
[0082] Returning to FIG. 4, the control means 58 is a functional means for controlling the entire game. In this embodiment, the control means 58 matches the predetermined parameters of each set character with the predetermined parameters of a reference character. Hereinafter, the predetermined parameters of the reference character are referred to as reference parameters or reference levels. For example, the control means 58 matches (links) the predetermined parameters (e.g., level) of one or more set characters with the predetermined parameters (e.g., level) of the reference character by referring to the possessed character information, set character information, and reference character information of the player information 50A. Here, the control means 58 does not consume the cost associated with the player (owned by the player) when matching the predetermined parameters of the set characters with the predetermined parameters of the reference character. In other words, the control means 58 automatically matches the predetermined parameters of each set character with the predetermined parameters of the reference character.
[0083] Furthermore, the control means 58 manages the settable number of the player information 50A. For example, the control means 58 increases (increases) the settable number when the player rank increases or when the player consumes game currency.
[0084] <Processing flow> Fig. 6 is a flow chart showing an example of the flow of processing performed by each functional unit shown in Fig. 4 in the game system 1 according to this embodiment. The processing of the following steps is started, for example, at regular intervals. An example of this regular interval is midnight on Sunday. The order and contents of the following steps can be changed as appropriate.
[0085] (Step SP10) The extraction means 52 judges whether or not the game play by the player satisfies a predetermined condition. For example, the extraction means 52 judges positively when the player has acquired one or more characters (e.g., rarity 5 or higher) in the last three days (from three days ago to the present). If the judgment is judged positive, the process proceeds to the process of step SP12. On the other hand, if the judgment is judged negative, the process ends the series of processes shown in FIG. 6.
[0086] (Step SP12) Extraction means 52 decreases the number of top characters in the reference character information in player information 50A. For example, if the number of top characters in the reference character information up to now is 3, extraction means 52 changes this number of top characters to 2. Then, the process proceeds to the process of step SP16.
[0087] (Step SP14) The extraction means 52 refers to the owned character information in the player information 50A and extracts some of the owned characters in descending order of a predetermined parameter (e.g., level). For example, the extraction means 52 extracts the same number of characters as the number of top characters (e.g., two) in the reference character information in the player information 50A in descending order of a predetermined parameter (e.g., level) from the owned characters. Specifically, the extraction means 52 extracts character A with a predetermined parameter of 90 and character B with a predetermined parameter of 65 from the owned characters. Then, the process proceeds to the process of step SP16.
[0088] (Step SP16) The identification means 54 identifies the character having the lowest predetermined parameter (e.g., level) among the characters extracted in step SP14 as the reference character. For example, the identification means 54 identifies character B, whose predetermined parameter is 65, as the reference character. Then, the process proceeds to the process of step SP18.
[0089] (Step SP18) The specification means 54 stores the possessed character ID of the reference character (character B) specified in step SP16 in the reference character information of the player information 50A. Then, the process proceeds to the process of step SP20.
[0090] (Step SP20) The control means 58 refers to the owned character information, set character information, and reference character information of the player information 50A and matches (links) the predetermined parameters (e.g., level) of each set character with the reference parameters. For example, the control means 58 stores the predetermined parameters of each set character as 65, which is the predetermined parameter (reference parameter) of the reference character (character B), in the owned character information of the player information 50A. Then, the process proceeds to the process of step SP22.
[0091] (Step SP22) The control means 58 generates a reference character change screen indicating that the reference character has been changed. For example, the control means 58 causes the touch panel 32 to display the reference character change screen when the player logs into the game.
[0092] FIG. 7 is a diagram showing an example of a reference character change screen 70 indicating that the reference character has been changed.
[0093] As shown in FIG. 7, the reference character change screen 70 is provided with a change information area 72 and a confirmation button 74. The change information area 72 displays information indicating that the reference character has been changed, images showing the previous reference character (character C) and the new reference character (character B), and the respective predetermined parameters (levels) and rankings (the rankings of the predetermined parameters among the owned characters), etc. Also, the image showing the new reference character is marked with a mark M indicating that it is a reference character. The confirmation button 74 is a button for issuing an instruction to close the reference character change screen and transition to the main menu screen.
[0094] Then, the series of processes shown in FIG. 6 ends.
[0095] <Effects> As described above, in this embodiment, the computer functions as extraction means 52 which extracts, from among the contents owned by the player, some of the contents having high predetermined parameters as top contents, identification means 54 which identifies, from among the top contents, the content having the lowest predetermined parameter as reference content, setting means 56 which sets, as set content, some or all of the owned contents not extracted, and control means 58 which matches the predetermined parameters of each of the set contents with the predetermined parameters of the reference content, and the extraction means 52 changes the number of contents to be extracted as top contents in accordance with the game play by the player.
[0096] According to this configuration, the number of contents extracted as top contents is changed according to the game play by the player, so that the reference contents and the reference parameters can be changed, thereby providing the player with the interest of changing the predetermined parameters of the setting contents.
[0097] Furthermore, in this embodiment, when the game play by the player satisfies a predetermined condition, the extraction means 52 reduces the number of contents to be extracted as top-ranking contents.
[0098] According to this configuration, when the game play by the player satisfies a predetermined condition, the number of contents extracted as high ranking contents is reduced, so that the new reference parameter is equal to or greater than the previous reference parameter, thereby providing the player with an interest in increasing the predetermined parameter of the set content.
[0099] Furthermore, in this embodiment, the extraction means 52 increases the number of contents to be extracted as top-ranked contents when the game play by the player does not satisfy a predetermined condition.
[0100] According to this configuration, when the game play by the player satisfies a predetermined condition, the number of contents extracted as high ranking contents increases, so that the new reference parameter becomes equal to or smaller than the previous reference parameter, thereby providing the player with an interest in seeing the predetermined parameter of the set content decrease.
[0101] In this embodiment, the predetermined condition is that the number of times the game is played within a predetermined period is equal to or greater than a predetermined number of times.
[0102] According to this configuration, the number of pieces of content extracted as top pieces of content is changed depending on the number of times the game is played within a specified period of time, which can motivate players to play the game, thereby making the game more lively.
[0103] In this embodiment, the predetermined condition is that the acquisition amount of a predetermined content in a predetermined period is equal to or greater than a predetermined amount.
[0104] According to this configuration, the number of contents extracted as top contents is changed depending on the amount of predetermined content acquired in a predetermined period of time, thereby providing the player with an incentive to acquire the predetermined content, thereby making the game more lively.
[0105] In this embodiment, the predetermined condition is that the consumption amount of a predetermined content in a predetermined period is equal to or greater than a predetermined amount.
[0106] According to this configuration, the number of contents extracted as top contents is changed depending on the amount of predetermined content consumed in a predetermined period of time, thereby providing players with an incentive to consume the predetermined content, thereby making the game more lively.
[0107] In this embodiment, the predetermined condition is that the total amount of purchases made in the game during a predetermined period is equal to or greater than a predetermined amount.
[0108] According to this configuration, the number of contents extracted as top content is changed depending on the amount of purchases made in the game during a specified period of time, which gives players an incentive to purchase various types of content in the game, thereby making the game more lively.
[0109] In this embodiment, the predetermined condition is achieving a predetermined result in game play.
[0110] According to this configuration, the number of contents extracted as top contents is changed depending on the achievement of a specified result in game play, which gives the player a motivation to achieve results in game play, thereby making the game more lively.
[0111] Furthermore, in this embodiment, when a certain period of time has elapsed since the number of top-ranking contents was changed, the extraction means 52 initializes the number of contents to be extracted as top-ranking contents.
[0112] According to this configuration, the number of pieces of content extracted as top content is initialized after a certain period of time has passed, so that after the initialization, players can be encouraged to play the game, thereby making the game more lively.
[0113] ---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.
[0114] For example, in this embodiment, extraction means 52 has been described as reducing the number of characters extracted as higher-ranking characters when the player's game play satisfies certain conditions, but it may also be possible to reduce the number of characters extracted as higher-ranking characters when the certain conditions are satisfied, and to increase the number of characters extracted as higher-ranking characters when the certain conditions are not satisfied.
[0115] In the present embodiment, the number of higher-ranking characters is changed by the gameplay of the player, but the predetermined parameters (reference parameters) of the reference character may be changed, and the predetermined parameters of the set character may be changed. For example, when the gameplay of the player satisfies a predetermined condition, the control means 58 increases the predetermined parameters (reference parameters) of the reference character by 10, and increases the predetermined parameters of the set character by 10. Also, for example, when the gameplay of the player does not satisfy the predetermined condition, the control means 58 decreases the predetermined parameters (reference parameters) of the reference character by 10, and decreases the predetermined parameters of the set character by 10. Note that the control means 58 may change the predetermined parameters of some or all of the set characters without changing the predetermined parameters (reference parameters) of the reference character depending on the game play of the player. For example, when the game play by the player satisfies a predetermined condition, the control means 58 changes the predetermined parameter (e.g., level) of the set character to a value 10 higher than the predetermined parameter (e.g., level) of the reference character. Also, for example, when the game play by the player does not satisfy the predetermined condition, the control means 58 changes the predetermined parameter (e.g., level) of the set character to a value 10 lower than the predetermined parameter (e.g., level) of the reference character.
[0116] Furthermore, in the present embodiment, the predetermined period relating to the predetermined condition is a period from a predetermined time in the past to the present, but it may be one hour or one day before the predetermined time in the past.
[0117] In addition, in this embodiment, the predetermined condition is described as the player achieving a predetermined result in game play, but the predetermined condition may be the player viewing an in-game advertisement (e.g., a still image or a commercial video). Examples of the in-game advertisement include advertisements for applications placed in the game by the game operator or advertisers other than the game operator. For example, the advertisement may display a link to a page for downloading (installing) the application, or information (e.g., a game video) explaining the contents (summary) of the application.
[0118] The predetermined condition may be that the player has consumed content (e.g., game currency) owned by the player. For example, the instruction to consume the content may be given by operating (touching) an instruction area (a button to decrease the number of high-ranking characters) provided on the setting screen. The predetermined condition may also be that the player has paid a predetermined amount of money. The instruction to pay the predetermined amount may be given, for example, by operating an instruction area provided on the setting screen.
[0119] In the present embodiment, the set characters are, for example, one or more characters that are set (selected) in advance by the player among the characters owned by the player. However, the set characters may be set automatically without being selected by the player. For example, the setting means 56 may automatically set a predetermined number (a settable number or less) of characters owned by the player that were not extracted by the extraction means 52. In this case, for example, the setting means 56 may preferentially set characters with high rarity or characters with low predetermined parameters (levels).
[0120] In the present embodiment, the reference character is one character (one body), but it may be multiple characters. For example, when there are multiple characters with the lowest predetermined parameters (e.g., levels) among the predetermined number of characters (higher characters) extracted by the extraction means 52, the identification means 54 may identify the multiple characters as reference characters.
[0121] In addition, in this embodiment, the specified parameter is mainly a level, but it may also be luck, a level limit, a skill level, rarity, hit points, attack power, defense power, etc.
[0122] Furthermore, in this embodiment, a case has been described in which characters are mainly used as an example of content, but the content may also be various items including weapon items and armor items, cards, avatars, costumes, and the like. [Explanation of symbols]
[0123] 10. Server equipment 12...Terminal device 50...Memory means 52...Extraction means 54…Identification means 56...Setting method 58...Control means
Claims
[Claim 1] Computers, An extraction method for selecting a portion of the player's owned content that has high predetermined parameters and designating it as top-tier content. A means for identifying the content with the lowest predetermined parameter among the aforementioned higher-ranking content as the reference content, A setting means for setting some or all of the owned content that was not extracted as setting content, Control means for matching predetermined parameters of each of the aforementioned setting contents with predetermined parameters of the reference content, To make it function as, The extraction means changes the number of content items to be extracted as higher-level content according to the player's gameplay. program.