Information processing method, information processing system, and program
The information processing method optimizes consumable item usage in games by allowing strategic allocation and restoration, enhancing player engagement and efficiency in character development.
Patent Information
- Application Number
- JP2023114179
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-12
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2043-07-12
AI Technical Summary
Existing game control methods lack efficiency in optimizing the use of consumable items for character development, leading to a less engaging and less strategic player experience.
An information processing method that allows players to strategically allocate and consume game media to meet specific accumulation conditions, adjusting parameters based on relative relationships and user-defined strategies, including restoration options to reuse consumed items.
Enhances player engagement by allowing for more strategic item usage and efficient character development, reducing hassle in media allocation and promoting a more exciting gaming experience.
Smart Images

Figure 2025011831000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent Document 1 discloses a technique relating to a program or the like for increasing parameters of a development target item by consuming a plurality of types of material items.
[0003] The program etc. related to the technology is a program for consuming multiple types of material items to increase the parameters of a development target item stored in association with a player's player identifier, and is configured to cause a computer to execute the following steps: determining the development target item based on player input; determining an optimal combination, based on a predetermined method, which is the optimal combination of the numbers of each type of material item consumed to increase the parameters of the development target item; and a condition determination step for determining whether or not a condition for increasing the parameters of the development target item is satisfied based on the determined optimal combination. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2023-11326 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above game control method.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, an information processing method executed by an information processing system is provided. The information processing method includes the following steps. In the receiving step, a designation of a plurality of game media including a first game medium and a second game medium is received. Each parameter of the game medium is configured such that an accumulation value corresponding to the parameter is changed by satisfying a predetermined change condition, and the accumulation value is configured to be generateable by using a predetermined consumed game medium. In the first specifying step, an accumulation value to be accumulated corresponding to each of the first parameter, which is a parameter of the specified first game medium, and the second parameter, which is a parameter of the specified second game medium, is specified such that the first parameter and the second parameter satisfy a preset accumulation condition. The accumulation condition specifies a relative relationship between the first parameter and the second parameter. In the second specifying step, based on the specified accumulation value, a usage amount of the consumed game medium used for the first game medium and a usage amount of the consumed game medium used for the second game medium are specified such that an accumulation value corresponding to at least one of the first parameter and the second parameter satisfies the change condition. In the output step, the first parameter and the second parameter after the change when the consumable game medium is used are output based on the identified usage amount.
[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 2 is a diagram showing an example of a menu screen IM1. [Diagram 5]FIG. 13 is a diagram showing an example of a party screen IM2. [Figure 6] FIG. 13 is a diagram showing an example of a party formation screen IM3. [Figure 7] FIG. 13 is a diagram showing an example of an organization condition screen IM4. [Figure 8] FIG. 13 is a diagram showing an example of a party screen IM2 relating to a party formation formed based on formation conditions. [Figure 9] FIG. 13 is a diagram showing an example of a development screen IM5 when the development condition is set to "equally develop." [Figure 10] This is an example of a growth screen IM5 when the growth condition is set to "uneven growth". [Figure 11] 13 is a diagram showing an example of the growth screen IM5 when the maximum setting button 94 is operated in a case where the growth condition is set to "uneven growth." [Figure 12] FIG. 13 is a diagram showing an example of a setting mode of a level-up contribution degree corresponding to a material. [Figure 13] 13 is a diagram showing the relationship between information regarding the development of each player character and a lower limit of the level-up contribution degree of each player character. FIG. [Figure 14] 12 is a diagram showing an example of a menu screen IM1 including a party composition to be developed after the development process is executed based on the identification result shown in FIG. 11. FIG. [Figure 15] FIG. 13 is a diagram showing an example of a development screen IM5 in a case where a restoration condition is satisfied. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. That is, the information processing system 1 is composed of at least one device.
[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.
[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.
[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.
[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game device 3, which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game device 3, which is the own device, when executing a game.
[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs between the input device 4c and the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22 to function as a reception unit 231, a specification unit 232, a restoration unit 233, an output unit 234, and a presentation unit 235. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The reception unit 231 is configured to receive various information and inputs as a reception step. For example, the reception unit 231 receives information such as user information and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or receives information from the game device 3 or another external device via the communication network 11. In this embodiment, the various information received by the reception unit 231 is described as being stored in the storage unit 22.
[0037] The specifying unit 232 is configured to specify various pieces of information based on the received information and the like in a first specifying step and a second specifying step.
[0038] The restoration unit 233 is configured to restore information that has been consumed or the like, as a restoration step.
[0039] The output unit 234 is configured to output various information such as the identification result of the identification unit 232 as an output step.
[0040] As a presentation step, the presentation unit 235 is configured to display various pieces of information stored in the storage unit 22 or the storage unit 32 or a screen or the like including the same on the display 4a of the game device 3 in a visible manner, and present the information to the user. Specifically, the presentation unit 235 may generate visual information itself generated in a manner visible to humans, such as a screen, an image (e.g., a still image or a video), an icon, text, or the like, or may generate rendering information for displaying the visual information on the display 4a, and transmit the information to the game device 3 via the communication network 11.
[0041] 3. Overview of information processing In this section, an overview of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner that can be recognized by the user using the display 4a of the game device 3, as appropriate. The information processing can include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each processing. Selection or input performed in the information processing can be based on a user's operation or can be performed automatically without relying on a user's operation. Details of various screens displayed during this information processing will be described in detail in the following sections.
[0042] The game of this embodiment is configured so that a user organizes a party made up of multiple player characters and progresses through a quest through the party. A level is set for each player character. Each player character is configured so that experience points can be accumulated by consuming consumable items. The player characters are an example of game media, and each player character is an example of a first game medium and a second game medium.
[0043] The consumable item is configured to be consumed by being used on a player character. The consumable item is an example of consumable game media and is also a type of game media. When the consumable item is used on a specific player character, experience points are given to the player character.
[0044] The level of the player character is configured to increase when the experience value satisfies a predetermined change condition. The change condition is configured to function as a so-called experience value table that specifies the experience value required for leveling up for each level. The level of the player character is an example of a parameter of the game medium. For example, the level of the player character as the first game medium is an example of a first parameter, and the level of the player character as the second game medium is an example of a second parameter. Furthermore, the experience value related to the change of these parameters is an example of an accumulated value. In other words, each parameter of the game medium is configured such that the accumulated value corresponding to the parameter is changed when a predetermined change condition is satisfied, and the accumulated value is configured to be generated by using a predetermined consumable game medium.
[0045] The experience value accumulated in the player character varies depending on the consumed game medium. For example, the higher the rarity of the consumed game medium, the more experience value accumulated in the player character. In addition, when the consumed game medium and the player character satisfy a predetermined condition, the experience value accumulated in the player character may be greater than the experience value accumulated in a player character that does not satisfy the condition. Such a condition may be determined by the compatibility between the consumed game medium and the player character, such as the attribute or rarity of the consumed game medium and the player character being the same.
[0046] [Activity A1] First, in activity A1, the reception unit 231 receives input of a login ID and password from the user and performs login processing based on the input. When user authentication is performed, the reception unit 231 receives user information of the user. The user information may include various information such as game media owned by the user and quests that the user can challenge. The game media may include any object that can be assigned to the user information in the game, such as a player character that is a character operated by the player, equipment, skills, consumable items, etc.
[0047] [Activity A2] Next, the process proceeds to activity A2, where the presentation unit 235 displays the menu screen IM1 on the display 4a. The user can perform various menu selection operations through the menu screen IM1.
[0048] [Activity A3] Thereafter, the process proceeds to activity A3, where the control unit 23 accepts a menu selection operation from the user and transitions the display contents of the display 4a in response to the accepted menu selection operation.
[0049] [Activity A4] When a predetermined menu selection operation is received in activity A3, the presentation unit 235 displays the party screen IM2 on the display 4a in activity A4. The user can perform various operations such as party organization operations and training operations through the party screen IM2, and the display content can be changed to a screen according to the purpose. The reception unit 231 receives the operation.
[0050] [Activity A5] When the reception unit 231 receives a party organization operation, the process proceeds to activity A5, and the control unit 23 executes a party organization process. As a result, the presentation unit 235 appropriately displays a party organization screen IM3, an organization condition screen IM4, and a training screen IM5, and the reception unit 231 receives an operation related to the organization of the party from the user through these screens. For example, the control unit 23 performs party organization based on a previously set organization condition in response to the operation. As a result, the player characters included in the current party are changed. The organization condition is a condition related to the priority of the player characters to be incorporated into the party organization. The organization condition is set based on various information related to the player characters, such as the level, attributes, and rarity of the player characters, so that the user can progress in the game more advantageously by being satisfied. The operation related to the organization of the party is an example of a designation of a game medium. In other words, the reception unit 231 receives a designation of a plurality of game media including a first game medium and a second game medium. The party formation process is a process for forming a party to participate in a quest, and is configured to change the player characters that are party members automatically or in response to a user operation. After the party formation process is completed, the process returns to the activity A4, and the party screen IM2 is displayed again. The designation of the game medium is, for example, the designation of the player characters included in the formation, and the player characters included in the formation are an example of the designated game medium. The designation of the game medium may also be a player character designated independently of the player characters included in the formation. For example, when executing a training process for training multiple player characters collectively, which will be described later, the control unit 23 may have the user re-designate multiple player characters to be the targets of the training process.
[0051] [Activity A6] On the other hand, when the reception unit 231 receives a training operation, the process proceeds to activity A6, and the presentation unit 235 displays the training screen IM5, and training of each player character can be performed on the party screen IM2. Training of a player character includes, for example, accumulating experience points using consumable items and leveling up the player character.
[0052] [Activity A7] Next, the process proceeds to activity A7, and the reception unit 231 receives a specification regarding the training condition from the user. The training condition specifies the condition when experience points are accumulated for multiple player characters. For example, the training condition specifies the relative relationship between the levels when two player characters are trained. The relative relationship can be expressed by the level of one player character being the reference, the level of another player character being the reference, or the like. Specifically, the training condition is specified by the priority order of the player character to be trained, the items to be prioritized, and the like. The training condition is an example of an accumulation condition. The training condition of this embodiment includes at least a first training condition set so that the difference between the level of the first game character and the level of the second game character is reduced, and a second training condition set so that the difference between the level of the first game character and the level of the second game character is increased. The training of the player character based on the first training condition tends to reduce and uniform the level difference between multiple player characters. The development of the player character based on the second development condition tends to increase the level difference between a specific player character and other player characters, and to preferentially level up the specific player character. The development condition does not have to include both the first development condition and the second development condition, and may include at least one of them. In other words, the accumulation condition includes a first accumulation condition that is set so that the difference between the first parameter and the second parameter decreases, or a second accumulation condition that is set so that the difference between the first parameter and the second parameter increases. In this embodiment, the reception unit 231 receives a designation of the first accumulation condition or the second accumulation condition from the user.
[0053] [Activity A8] Next, the process proceeds to activity A8, where the control unit 23 sets the development conditions based on the user's designation.
[0054] [Activity A9] Next, the process proceeds to activity A8, and the determination unit 232 determines the level of each character after training, the experience value required for training to that level, and the consumption amount of the consumed game medium required to generate the experience value, based on the set training condition. In other words, the determination unit 232 determines the accumulation value to be accumulated corresponding to each of the first parameter, which is a parameter of the specified first game medium, and the second parameter, which is a parameter of the specified second game medium, so that the first parameter and the second parameter satisfy a preset accumulation condition. The determination unit 232 determines the usage amount of the consumed game medium used for the first game medium and the usage amount of the consumed game medium used for the second game medium, based on the determined accumulation value, so that the accumulation value corresponding to at least one of the first parameter and the second parameter satisfies the change condition. Thereafter, the output unit 234 outputs the level of each player character after training and the change in the consumed game medium (remaining amount, consumed amount, etc.), and displays them on the display 4a. In other words, the output unit 234 outputs the first and second parameters after the change when the consumable game media is used based on the specified usage amount. Note that at this stage, the control unit 23 only outputs the state after training based on the training conditions set as the output unit 234, and does not actually perform processing such as changing the level of the player character, etc. This processing is actually executed as training processing, which will be described later. Thereafter, the reception unit 231 receives various operations from the user, such as a change operation, an execution operation, and a restoration operation.
[0055] [Activity A10] When the change operation is accepted in activity A9, the process proceeds to activity A10, and the accepting unit 231 accepts the change of the development conditions. The change of the development conditions is not limited to the change between the first development conditions and the second development conditions described above, but may include various changes such as the change of the type of consumed game media used during development and the change of the level of a specific player character after development. Such a change operation related to the operation of the development conditions is an example of a first change command and a second change command. After that, the identifying unit 232 executes the process of activity A9 again based on the changed development conditions. In other words, the accepting unit 231 accepts from the user a first change command configured to further change the first parameter and the second parameter after the change of the first parameter or the second parameter. When the identifying unit 232 accepts the first change command, the identifying unit 232 identifies the parameter to be further changed among the changed first parameter and the second parameter to be outputted and the accumulated value required for the change based on the first change command, the accumulation condition, and the change condition. The identifying unit 232 identifies the usage amount of consumed game media based on the accumulation value required for the change. According to this configuration, it is possible to identify the accumulated values and consumed game media required to further modify the first and second parameters output in the output step, making it easier to reflect the user's intentions when modifying the parameters. In other words, the specification unit 232 specifies the accumulated values to be accumulated corresponding to the first and second parameters, respectively, based on the specified accumulation conditions. According to this configuration, the user can use the consumed game media to modify the parameters of multiple game media in accordance with his or her own policy by specifying the desired accumulation conditions. This can therefore improve the interest of the game.
[0056] The reception unit 231 may also receive an operation related to a change in the amount of consumed game media as a change operation. The change in the amount is not limited to a change in the total amount of consumed game media used, but may include a change in the amount of a specific consumed game media used. The change in the amount of a specific consumed game media used is not limited to an increase or decrease in quantity, but may include prohibiting or restricting the use of the consumed game media. Thereafter, the identification unit 232 executes the processing of the activity A9 again based on the changed development conditions. In other words, the reception unit 231 receives a second change command to change the amount of consumed game media used when changing at least one of the first parameter and the second parameter. The second change command includes a designation of the consumed game media whose amount is to be changed. The second change command includes a designation of the consumed game media whose amount is to be changed. When the identification unit 232 receives the second change command, it identifies the parameter to be further changed among the changed first parameter and the second parameter to be output, and the accumulation value required for the change, based on the second change command, the accumulation condition, and the change condition. According to such a configuration, the usage mode of the consumable game media can be specified in accordance with the accumulation conditions, such as preferentially using the designated consumable game media, thereby improving convenience for the user. In this embodiment, a greedy algorithm is used as the algorithm for specifying the usage mode, but any optimization method such as dynamic programming, branch and bound, depth first search, and integer programming can be used.
[0057] Furthermore, when the determination unit 232 receives the above-mentioned change operation, the determination unit 232 may determine which player character's level is to be changed preferentially based on the difference between the experience value required to level up the player character and the experience value generated by the consumed game media. The difference is not limited to the difference between two values, but is determined by a predetermined function such as a ratio or a rate of change, table data, or the like. In other words, when the determination unit 232 receives the first change command or the second change command, the determination unit 232 further determines which of the first and second parameters to change based on the difference between the required value, which is the accumulated value required to satisfy the change conditions of the first and second parameters, and the accumulated value generated by the consumed game media. With this configuration, the consumed game media can be more appropriately allocated.
[0058] [Activity A11] On the other hand, when an execution operation is accepted in activity A9, the process proceeds to activity A11, and the control unit 23 executes a training process. The training process is a process of changing the level of each player character by consuming consumable game media based on the identification result of activity A9 and imparting experience points generated thereby to each player character. As a result of the training process, the amount of consumed game media decreases and the level of the player character increases. This allows the user to train the organized player character and progress in the game more advantageously. Thereafter, the reception unit 231 displays the party screen IM2 again and accepts various operations such as a restore operation and an end operation. When the reception unit 231 accepts an end operation, the control unit 23 ends this information process.
[0059] [Activity A12] On the other hand, when the receiving unit 231 receives a restoration operation, the process proceeds to activity A12, and the restoration unit 233 executes the restoration process. The restoration process is a process for canceling a previously performed training process and returning the level of the player character, the amount of consumed game media, and the like to the state before the training process. The restoration process may be configured to be executable when a player character different from the player character trained in the training process to be canceled is specified as the target of the current training process. Such a restoration process can be implemented, for example, by the control unit 23 allowing the restoration operation when a predetermined restoration condition is satisfied. When the restoration process is executable, the presentation unit 235 presents to the user that the restoration process is executable.
[0060] The restoration condition may include, for example, that the formation includes a third player character and a fourth player character (an example of a third game medium and a fourth game medium) different from the player character trained in the past training process. In other words, the presenting unit 235 presents that the processing of the restoration step is executable when the change of at least one of the designated third parameter and fourth parameter satisfies a predetermined restoration condition by using the consumable game medium remaining after the change of the first parameter or the second parameter. The restoration condition may further include that the increase in the level of the third player character and the level of the fourth player character when the remaining consumable game medium is used is less than a predetermined value. In other words, the restoration condition may include that the change amount of the third parameter or the change amount of the fourth parameter is less than a predetermined value. According to this configuration, when at least one of the third parameter and the fourth parameter is only changed to an extent that satisfies the restoration condition even when the remaining consumable game medium is used, it is presented that the processing of the restoration unit 233 is executable. Thereby, the consumable game medium used by the update of the first parameter and the second parameter can be restored, and the change of the third parameter and the fourth parameter can be encouraged. Such a restoration operation is an example of a third change instruction.
[0061] Thereafter, the process proceeds to activity A11, and the control unit 23 executes the development process. In other words, the reception unit 231 receives a designation of a plurality of game media including a third game medium and a fourth game medium from the user. The reception unit 231 receives a third change command for satisfying a change condition of at least one of the third parameter, which is a parameter of the third game medium, and the fourth parameter, which is a parameter of the fourth game medium. Furthermore, when the restoration unit 233 receives a third change command after at least one of the first parameter and the second parameter is changed by using the consumed game medium based on the output result of the output step, the restoration unit 233 changes the changed first parameter and the second parameter to a state before the change, and changes at least a part of the consumed game medium used by the change to a state before the change. According to this configuration, even after the change is made and the consumed game medium is used, by changing the changed parameter to a state before the change, at least a part of the consumed game medium can be reused for the third game medium and the fourth game medium different from the first game medium and the second game medium. This can encourage active use of the consumable game media and increase the interest of the game.
[0062] After the training process of activity A11 is executed, the process returns to activity A4, and the output unit 234 displays the party screen IM2 again. After that, if an end operation is performed, this information process ends.
[0063] In summary, the information processing method executed by the information processing system includes the following steps. In the receiving step, a designation of a plurality of game media including a first game medium and a second game medium is received. Each of the parameters of the game media is configured such that an accumulation value corresponding to the parameter is changed by satisfying a predetermined change condition, and the accumulation value is configured to be generateable by using a predetermined consumed game medium. In the first specifying step, an accumulation value to be accumulated corresponding to each of the first parameter, which is a parameter of the specified first game medium, and the second parameter, which is a parameter of the specified second game medium, is specified such that the first parameter and the second parameter satisfy a preset accumulation condition. The accumulation condition specifies a relative relationship between the first parameter and the second parameter. In the second specifying step, a usage amount of the consumed game medium used for the first game medium and a usage amount of the consumed game medium used for the second game medium are specified based on the specified accumulation value such that an accumulation value corresponding to at least one of the first parameter and the second parameter satisfies the change condition. In the output step, the first parameter and the second parameter after the change when the consumed game medium is used are output based on the specified usage amount.
[0064] With this configuration, when changing parameters of multiple game media, the consumable game media can be used to make relative changes in accordance with the accumulation conditions, thereby reducing the effort required to allocate the consumable game media to be used for each of the first game medium and the second game medium in order to change parameters for each of the multiple game media individually.
[0065] 4. Details of data processing In this section, the details of the information processing outlined in the previous section will be described with reference to the drawings. Note that the screens described below are merely examples and are not limiting.
[0066] <Menu screen IM1> First, an example of the menu screen IM1 displayed in the activity A2 will be described. FIG. 4 is a diagram showing an example of the menu screen IM1. This screen is displayed on the display 4a after a login process is performed in the activity A1, for example. The user moves to various screens through inputs on the menu screen IM1 as a game screen. A gacha button 51, a formation button 52, a quest button 53, and an item button 54 are displayed on the game menu screen IM1 shown in FIG. 4.
[0067] When the gacha button 51 is operated, a game screen for conducting a gacha lottery is displayed. When the organization button 52 is operated, a game screen for organizing characters is displayed. When the quest button 53 is operated, a game screen for selecting a quest is displayed. When the item button 54 is operated, a game screen for performing operations related to the game media, such as using or changing the game media, is displayed. The operations of these buttons 51 to 54 are examples of menu selection operations in activity A4.
[0068] <Party Screen IM2> When the organize button 52 is operated on the menu screen IM1, the process proceeds to activity A4 and the party screen IM2 is displayed. Fig. 5 is a diagram showing an example of the party screen IM2. The party screen IM2 includes an organize area 61, a transition button 62, and a decision button 63.
[0069] Information about the player characters included in the current party (in other words, the specified player characters) is displayed in the organization area 61. This information includes, for example, the appearance, attributes (fire, water, etc.), rarity (R, SR, SSR, etc.), level, etc. of each player character. The user can perform party organization operations by operating the organization area 61.
[0070] The transition button 62 is a UI for performing a breeding operation.
[0071] The decision button 63 is a UI for performing an end operation. By operating the decision button 63, the control unit 23 transitions the display content of the display 4a back to the menu screen IM1.
[0072] <Party formation screen IM3> When the organization area 61 is operated on the party screen IM2, the process proceeds to activity A5 and the party organization screen IM3 is displayed. Fig. 6 is a diagram showing an example of the party organization screen IM3. The party organization screen IM3 includes an organization area 71, a training button 72, a change button 73, a player character list 74, an automatic organization button 75, a fully automatic organization button 76, and a condition setting button 77.
[0073] The organization area 71 displays information about player characters included in the current party, similar to the organization area 61. The user can specify a specific player character individually by specifying a player character displayed in the organization area 71 with a cursor or the like.
[0074] The training button 72 is a UI for transitioning to a screen for performing operations for training a player character individually. The user can train the player character designated in the formation area 71 alone.
[0075] The change button 73 is an operation for changing the designated player character to another player character.
[0076] The player character list 74 is configured to be able to list at least some of the player characters associated with the user information. By specifying a player character displayed in the player character list 74, the user can cause the control unit 23 to execute various processes such as training a player character that is not organized into a party, or adding the player character to a party organization. The player character list 74 may be displayed by operating the change button 73.
[0077] The automatic formation button 75 is a UI for performing a process of forming a party based on the set formation conditions. When the automatic formation button 75 is operated, the control unit 23 changes the player characters to be incorporated into the party formation based on the preset formation conditions.
[0078] The full automatic organization button 76 is a UI for performing a process of forming a party regardless of the set organization conditions. For example, the control unit 23 identifies candidates related to a combination of player characters that allows the user to progress in the game most advantageously regardless of the organization conditions, and organizes the combination of player characters that allows the user to progress in the game most advantageously from among the candidates as a party.
[0079] The condition setting button 77 is an operation for accepting a change in the composition conditions from the user. When the condition setting button 77 is operated by the user, the control unit 23 transitions the display content of the display 4a to the composition condition screen IM4.
[0080] <Organization Conditions Screen IM4> 7 is a diagram showing an example of the composition condition screen IM4. The composition condition screen IM4 is a screen for setting composition conditions in response to a user's operation, and includes a priority item 81, a change operation section 82, and a ranking setting area 83.
[0081] The priority items 81 are information about player characters to be preferentially incorporated into a party, and include attributes, rarity, level, skill synergy, and the like. Skill synergy is a synergy between skills possessed by each player character. By organizing a party having skill synergy, the user can obtain benefits such as strengthening the skill that exerts the synergy and unlocking a new skill, and thus the user can progress through the game advantageously. The control unit 23 specifies the presence or absence of skill synergy between player characters by referring to reference information related to predefined skill synergy. The user can set items to be incorporated as organization conditions by operating the priority items 81. Items to be incorporated as organization conditions are, for example, checked in a check box.
[0082] The change operation unit 82 is a UI capable of accepting an operation to change the priority order of items set in the priority items 81. For example, the change operation unit 82 is configured to be capable of changing an attribute having a high priority order for an attribute which is one of the priority items 81. In addition, the change operation unit 82 is configured to be capable of changing the priority order of a benefit aspect, such as the exertion of a passive skill or an increase in attack power, as a skill synergy which is one of the priority items 81.
[0083] The ranking setting area 83 is configured to be able to set the priority of the priority items 81 incorporated as the organization conditions in response to a user operation. For example, when attributes and rarity are incorporated as the priority items 81 as the organization conditions and the organization conditions are set so that the priority of rarity is 1 and the priority of attributes is 2, the control unit 23 can specify a combination of player characters that can realize a party organization that is completely unified with the fire attribute, while prioritizing rarity to be the highest.
[0084] For the sake of convenience, an example of a party organization based on such organization conditions will be described below. FIG. 8 is a diagram showing an example of a party screen IM2 related to a party organization based on organization conditions. The player characters incorporated in the party organization are selected to be SSR, SSR, and SR from the left so that the total rarity of the whole party is the largest, and the attributes of these player characters are unified to the fire attribute. The synergistic effect between the player characters due to the unification of attributes may allow the user to progress in the game more advantageously.
[0085] By operating the transition button 62 of the party screen IM2 shown in FIG. 8, the user can train the party formation. Here, an example of the process related to training the party formation shown in FIG. 8 will be described. In the following description, an item called "material" that can be obtained in the game will be used as an example of the consumed game medium, but the specific form of the consumed game medium is not limited to this and is arbitrary. First, an example in which the training condition is set to "equally trained" will be described. FIG. 9 is a diagram showing an example of the training screen IM5 in which the training condition is set to "equally trained". The training screen IM5 includes a setting area 91, a training target area 92, a level change button 93, a maximum setting button 94, a material area 95, and a material change button 96.
[0086] The setting area 91 is an area where the raising condition can be set according to the user's designation. Here, the raising condition is set to "evenly raised". The raising condition is configured to be satisfied by lowering the level difference between the player characters organized in the party, and is an example of a first raising condition set to reduce the difference between the level of the first game character and the level of the second game character. The raising condition is defined, for example, by an evaluation function that represents the level difference between the player characters. The evaluation function is configured, for example, so that its value becomes small by reducing the sum of the differences in the levels of the other player characters with respect to the player character with the highest level. In addition, the raising condition does not have to be defined by an evaluation function or the like, and may be configured to be satisfied by increasing the level of a player character other than the player character with the highest level, for example, the player character with the lowest level.
[0087] The training target area 92 is an area where information relating to the player character to be trained, such as the appearance, the current (pre-training) level, and the post-training level, is displayed.
[0088] The level change button 93 is a UI for changing the post-training level. The post-training level is changed according to the training conditions set in the setting area 91. For example, based on the training condition of "equally training", the user specifies the experience points and materials required to increase the post-training level of the player character whose current level is the lowest by 1, and displays them in the training target area 92 and a material area 95 described later.
[0089] The maximum setting button 94 is a UI for setting the maximum level that can be raised using materials (consumable game media associated with user information) currently owned by the user as the post-training level within the range that conforms to the training conditions that have been set. This reduces the user's effort in raising the level to the maximum based on the training conditions.
[0090] The material area 95 is an area where information about materials necessary to raise the current level of the player character displayed in the training target area 92 to the level after training is displayed. The information includes, for example, the type of material, the number of materials owned, the number of materials consumed, the number remaining after training, etc. Furthermore, the material area 95 may be configured so that the manner of use of the materials used for training can be changed. The manner of use of materials includes the type and number of materials used for training, etc., and the type of materials used for training is configured so that the user can see it, for example, by checking a checkbox for materials that are allowed to be used.
[0091] The material change button 96 is a UI that allows the amount of material used in the training to be set for each type of material. For example, in response to the operation of the material change button 96 for a certain specific material, the specification unit 232 specifies the experience points or surplus experience points required to further change the level after training by 1, and the number of the specific material that will be required or surplus with the change. In particular, when increasing the level after training, the control unit 23 allows the change if the number of the specific material is equal to or greater than the number of materials remaining after training before the change. This allows the player character to be trained by preferentially using the specific material.
[0092] Note that the process by the material change button 96 is not limited to this. For example, the specification unit 232 may specify a training mode in which the number of materials used other than the specific material is reduced while maintaining the level after training, and the number of materials used of the specific material is reduced, and display the specified training mode in the training target area 92.
[0093] Next, an example of the development screen IM5 when the development condition is set to "uneven development" will be described. FIG. 10 shows an example of the development screen IM5 when the development condition is set to "uneven development". The development condition "uneven development" is configured to preferentially increase the level of a certain player character, and is an example of a second development condition set to increase the difference between the level of a first game character and the level of a second game character. Hereinafter, among the processes related to the development screen IM5 shown in FIG. 10, the same component numbers may be used to omit explanations of parts that are common to the processes related to the development screen IM5 shown in FIG. 9.
[0094] The development screen IM5 shown in FIG. 10 further includes an individual setting area 101 corresponding to each player character. The individual setting area 101 is configured to allow individual development conditions to be set for each player character. Hereinafter, for convenience of explanation, the development conditions set in the individual setting area 101 are referred to as individual development conditions in order to distinguish them from the development conditions for the entire party set in the setting area 91. The individual development conditions include at least a first setting and a second setting. The individual development conditions are configured such that the level of the player character corresponding to the first setting is higher than the level of the player character corresponding to the second setting, thereby increasing the difference between the level of the game character of the first setting and the level of the game character of the second setting.
[0095] In this embodiment, the first setting is represented by the name "prominent", and the second setting is represented by the name "minimum". The development conditions in this embodiment include that the level of each player character is equal to or higher than a predetermined set level, and that the level of the player character corresponding to the second setting is substantially equal to the set level. The set level may be set according to a quest that the user can challenge, or may be set individually for each player character according to the level required to unlock the player character's skills. In this embodiment, an example will be described in which the individual development condition of one player character is set to "prominent" and the individual development condition of the other player characters is set to "minimum". First, the specification unit 232 specifies the set level of each player character and specifies the experience value required to raise the level of each player character from the current level to the respective set level. After that, the specification unit 232 specifies the material required to generate the experience value within the range of materials permitted for use. The method of identification is arbitrary, but the identification unit 232 refers to material information in which the experiential value for each material and its usage priority, etc. are stored, to identify the type and amount of material required (hereinafter, for convenience of explanation, referred to as the provisional usage amount), as well as the remaining amount of each material after the material has been used (hereinafter, for convenience, referred to as the provisional remaining amount).
[0096] Next, the determination unit 232 uses at least a portion of the provisional remaining amount to determine the experience points that can be given to a player character whose individual development condition is set to "prominent" (hereinafter, for convenience of explanation, referred to as a "prominent player character") and the post-development level of the prominent player character when the maximum experience points are given to the prominent player character. After that, the determination unit 232 determines the minimum number of materials necessary for the prominent player character to reach the post-development level. The output unit 234 displays the determination result in the development target area 92 and the material area 95.
[0097] When the maximum setting button 94 is operated in a case where the breeding condition is set to "uneven breeding", the specification unit 232 specifies the level after breeding when all allowed materials are used for breeding and the amount of materials remaining after breeding, and the output unit 234 displays the specification result in the breeding target area 92 and the material area 95. FIG. 11 is a diagram showing an example of the breeding screen IM5 when the maximum setting button 94 is operated in a case where the breeding condition is set to "uneven breeding". As shown in FIG. 11, the number of materials possessed by each checked material becomes 0, the breeding level of the outstanding player character increases to 40, and the breeding levels of the other player characters (player characters set to the minimum) are maintained at the set level.
[0098] In addition, when identifying the manner of use of such a material, the identification unit 232 may further identify the manner of use of the material based on an allowable index. In other words, the development condition may include a condition defined based on an allowable index. The allowable index is an index indicating whether or not a certain material is allowed to be used when raising the level of a specific player character. As the allowable index, for example, a level-up contribution degree is used, which indicates how advantageously the game can be progressed by using the material to raise the level of the player character. The level-up contribution degree is defined at least by, for example, information about the material and information about the player character. The information about the material includes, for example, the rarity (large, medium, small) of the material, the amount of experience value that can be granted by using the material, and the like. The information about the player character includes, for example, the level of the player character, the rarity of the player character, and the like. The level-up contribution degree is configured to be higher, for example, as the rarity of the material and the experience value granted increase. In addition, the level-up contribution degree is configured to change according to the relationship between the material and the player character. For example, the level-up contribution degree is configured to be lower as the difference between the rarity of the player character and the rarity of the material increases. Also, for example, the level-up contribution degree may be set according to the ratio of the amount of experience points granted by the material to the experience points required to level up the player character. For example, the level-up contribution degree may be configured to be smaller when the ratio is outside a specified value range than when the ratio is within a specified range. This makes it possible to prevent the large consumption of materials that grant a small amount of experience points or the granting of excessive experience points when leveling up.
[0099] FIG. 12 is a diagram showing an example of a setting mode of the level-up contribution degree corresponding to the material. Here, the level-up contribution degree of each of three types of materials (large, medium, small) for each of the three player characters included in the party organization is shown. Hereinafter, for convenience of explanation, the three types of materials (large, medium, small) are called large material, medium material, and small material, respectively. The experience value (amount of granted experience value) obtained by using each material is 1000 for the large material, 500 for the medium material, and 100 for the small material, and large, medium, and small are also indicators indicating the amount of granted experience value. Each of the three player characters included in the party organization is given an identification number of 1 to 3 as shown in the item "character". Here, for convenience of explanation, it is assumed that the three player characters shown in the organization area 61 of FIG. 8 are given the identification numbers 1, 2, and 3 in order from the left, and these player characters may be referred to as player character 1, player character 2, and player character 3 in correspondence with their respective identification numbers. The levels of the player characters 1 to 3 are 10, 1, and 3, respectively, and the rarities of the player characters 1 to 3 are SSR, SSR, and SR, respectively. The experience value required for leveling up each player character increases as the level of the player character increases. Therefore, for any material, the level-up contribution to the player character 1 is lower than the level-up contribution to the player characters 2 and 3. Also, for any material, the level-up contribution tends to decrease as the amount of experience value granted decreases. On the other hand, although the level of the player character 2 is lower than the level of the player character 3, the rarity (SSR) of the player character 2 is higher than the rarity (SR) of the player character 3, so that the level-up contribution to the player character 2 and the level-up contribution to the player character 3 are balanced and equal for any material. In other words, the level-up contribution is set to be higher as the rarity of the player character is lower. Note that such a relationship between the level-up contribution and the rarity may be expressed by the correlation between the experience value required for leveling up and the rarity.
[0100] As shown in FIG. 12, an upper limit of the level-up contribution degree may be set for each material. When the level-up contribution degree of the material to the player character is equal to or less than the upper limit of the level-up contribution degree, the specification unit 232 allows the material to be used for the player character, and when the level-up contribution degree of the material to the player character is greater than the upper limit of the level-up contribution degree, the specification unit 232 restricts the material from being used for the player character, regardless of whether the user has permitted the use of the material in the material area 95 or the like. This makes it easier to use materials with a large amount of experience points given preferentially for high-level player characters, so that it is possible to suppress a decrease in the level-up efficiency of high-level player characters. In this embodiment, the restriction on the use of materials is implemented as a prohibition on the use of materials, but it can be implemented in various ways, such as a reduction in the amount of material used. Similarly, an upper limit of the level-up contribution degree may be set for each material. This reduces the possibility that the level-up efficiency of high-level player characters decreases due to the use of materials with high rarity for low-level player characters.
[0101] Also, a lower limit of the level-up contribution degree may be set for each player character. FIG. 13 is a diagram showing the relationship between the information on the development of each player character and the lower limit of the level-up contribution degree for each player character. When the level-up contribution degree of the material to the player character is equal to or greater than the lower limit of the level-up contribution degree, the specification unit 232 allows the material to be used for the player character, and when the level-up contribution degree of the material to the player character is less than the lower limit of the level-up contribution degree, the specification unit 232 restricts the material from being used for the player character, regardless of whether the user has permitted the use of the material in the material area 95 or the like. The lower limit of the level-up contribution degree is configured to be smaller as the experience value required to level up the player character (the experience value required up to the next level) increases. This makes it possible to prevent a situation in which a low-rarity material cannot be used when a high-level player character is leveled up. Also, the lower limit may differ depending on the development condition. For example, the lower limit may be set to be lower when the development condition is set to "outstanding" than when the development condition is set to "minimum". This allows a specific player character to be trained with priority over other player characters using materials that have a low contribution to level-up. These upper and lower limits each function as a threshold value for the tolerance index.
[0102] By performing a specific operation on the development screen IM5, the user can instruct the control unit 23 to execute a development process so as to realize the development result displayed on the development screen IM5. The control unit 23 executes the development process based on the instruction.
[0103] <About the restoration process> Next, a specific example of the restoration process performed in activity A12 will be described. Here, the restoration process after the training process is executed based on the identification result shown in FIG. 11 will be described. FIG. 14 is a diagram showing an example of a menu screen IM1 including a party organization to be trained after the training process is executed based on the identification result shown in FIG. 11. As a result of the training process, the remaining amount of each material becomes 0, and the user is in a situation where he or she cannot train the player characters included in the party shown in FIG. 14 (for example, a party unified by water attribute). The control unit 23 determines that the restoration condition is satisfied because the newly organized player character cannot be leveled up.
[0104] In such a case, when the transition button 62 is operated, the development screen IM5 is displayed. FIG. 15 is a diagram showing an example of the development screen IM5 when the restoration condition is satisfied. Among the elements of the development screen IM5 shown in FIG. 15, the description of the elements common to the development screen IM5 shown in FIG. 9 may be omitted by using common component numbers. As shown in FIG. 15, the development screen IM5 when the restoration condition is satisfied further includes a development cancel button 111. The development cancel button 111 is a UI for performing a restoration operation. By operating the development cancel button 111, the previous development process, particularly the development process for the multiple player characters included in the party, is canceled, and the number of materials used in the development process is restored. This allows the user to use the restored materials again for the player characters of the newly organized party and develop the player characters. At this time, the identification unit 232 may identify the number of materials owned by the user after the restoration process, and the output unit 234 may display the identification result in the material area 95. Also, when the training cancel button 111 is displayed, the output unit 234 may display the execution result of the restoration process in the material area 95 in advance, and then display the change in the level of the player character due to training based on the training conditions and the amount of materials used. At this time, the control unit 23 may execute a training process in addition to the restoration process by operating the training cancel button 111. This can improve the convenience for the user. From another perspective, after the execution of the restoration process, the restored materials can be suppressed from being used for a party composition different from the party composition that satisfies the restoration conditions, and the possibility of the game balance being damaged by the use of the restoration process can be reduced.
[0105] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0106] The restoration process is not limited to restoring all of the consumable game media used in the canceled training process, and may restore only a portion of the consumable game media.
[0107] The allowable index is not limited to the degree of contribution to level-up, and can be implemented in any manner. For example, the allowable index may be defined not as the degree of contribution of the use of materials to level-up, but as the degree of contribution of the use of materials to the progress of the game. For example, the allowable index may be set to be higher as achievement conditions (e.g., conditions for opening quests, conditions for obtaining rewards, etc.) preset in the game are met or become easier to meet. This can promote the development of a player character that is more advantageous in progressing through the game.
[0108] The setting of the training conditions is not limited to being performed based on the user's designation, and may be performed automatically by the control unit 23. For example, the control unit 23 may set the training conditions based on information such as the details of the player characters included in the formation. Furthermore, the control unit 23 may present such training conditions to the user as initial settings, and set them as final training conditions when the user performs an operation to accept the initial settings.
[0109] The game content to be developed is not limited to the player character itself, but may be equipment, skills, or other items associated with the player character.
[0110] The consumable game medium is not limited to game medium intended to be consumed such as consumable items, but may be any game medium that has uses other than consumption. Examples of such game medium include game medium that can be organized into a party, such as duplicate player characters, equipment, and skills. Furthermore, the use of the consumable game medium is not limited to the complete disappearance of the game medium by consuming it, but may also mean changing the state of the game medium by consuming it, for example, by imposing a restriction such as prohibiting the use of a certain quest.
[0111] When it is possible to lower the level of the player character, the control unit 23 may perform the training process based on the second training condition to increase the level difference between the outstanding player character and the other player characters by lowering the levels of the player characters other than the outstanding player character. At this time, the restoration unit 233 may restore the materials according to the lowered level.
[0112] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.
[0113] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0114] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0115] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0116] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.
[0117] Furthermore, it may be provided in the following aspects:
[0118] (1) An information processing method executed by an information processing system, comprising the following steps: in a receiving step, designation of a plurality of game media including a first game medium and a second game medium is received, wherein each of parameters of the game media is configured such that an accumulated value corresponding to the parameter is changed when a predetermined change condition is satisfied, and the accumulated value is configured to be generateable by using a predetermined consumed game medium; in a first identifying step, a first parameter which is the parameter of the specified first game medium and a second parameter which is the parameter of the specified second game medium are identified such that the first parameter and the second parameter satisfy a preset accumulation condition; An information processing method comprising: identifying an accumulation value to be accumulated corresponding to each of the parameters, wherein the accumulation condition specifies the relative relationship between the first parameter and the second parameter; in a second identification step, based on the identified accumulation value, identifying an amount of the consumed game medium to be used for the first game medium and an amount of the consumed game medium to be used for the second game medium so that the accumulation value corresponding to at least one of the first parameter and the second parameter satisfies the change condition; and in an output step, outputting the first parameter and the second parameter after the change when the consumed game medium is used based on the identified usage amounts.
[0119] With this configuration, when changing parameters of multiple game media, the consumable game media can be used to make relative changes in accordance with the accumulation conditions, thereby reducing the effort required to allocate the consumable game media to be used for each of the first game medium and the second game medium in order to change parameters for each of the multiple game media individually.
[0120] (2) In the information processing method described in (1) above, the accumulation condition includes a first accumulation condition set so as to reduce the difference between the first parameter and the second parameter, or a second accumulation condition set so as to increase the difference between the first parameter and the second parameter, and in the receiving step, a designation of the first accumulation condition or the second accumulation condition is received from a user, and in the first identifying step, the accumulation values to be accumulated corresponding to each of the first parameter and the second parameter are identified based on the designated accumulation condition.
[0121] According to this configuration, the user can use the consumable game media to change the parameters of the multiple game media according to his / her own policy by specifying the desired accumulation conditions, thereby improving the entertainment value of the game.
[0122] (3) In the information processing method described in (1) or (2) above, in the receiving step, a first change command is received from a user, the first change command being configured to further change the first parameter and the second parameter after the change of the first parameter or the second parameter; in the first identifying step, when the first change command is received, a parameter to be further changed among the first parameter and the second parameter after the change and the accumulated value required for the change are identified based on the first change command, the accumulation condition, and the change condition; and in the second identifying step, the amount of usage of the consumed game medium is identified based on the accumulation value required for the change.
[0123] With this configuration, it is possible to identify the accumulated value and consumed game media required to make further changes to the first and second parameters output in the output step, making it easier to reflect the user's intentions when changing the parameters.
[0124] (4) An information processing method according to any one of (1) to (3) above, wherein the receiving step receives a second change command for changing the amount of the consumed game medium used when changing at least one of the first parameter and the second parameter, wherein the second change command includes designation of the consumed game medium whose amount is to be changed, and the first identifying step, when the second change command is received, identifies a parameter to be further changed among the changed first parameter and the second parameter outputted based on the second change command, the accumulation condition, and the change condition, and the accumulation value required for the change, and the second identifying step identifies the usage amount of the specified consumed game medium based on the accumulation value required for the change.
[0125] According to such a configuration, the manner in which the consumable game medium is used can be specified in accordance with the accumulation conditions, such as by giving priority to the use of specified consumable game medium, thereby improving convenience for the user.
[0126] (5) In the information processing method described in (3) or (4) above, in the second identification step, when a first change command configured to further change the first parameter and the second parameter after changing the first parameter or the second parameter, or a second change command to change the amount of the consumed game medium used when changing at least one of the first parameter and the second parameter, is received, the information processing method further identifies the parameter to be changed among the first parameter and the second parameter based on the difference between the accumulated value generated by the consumed game medium and a required value, which is the accumulated value required to satisfy each change condition of the first parameter and the second parameter.
[0127] With this configuration, consumed game content can be more appropriately allocated.
[0128] (6) In the information processing method described in (2) above, in the reception step, a user's designation of multiple game media including a third game medium and a fourth game medium is received, and a third change command is received for satisfying a change condition of at least one of a third parameter which is a parameter of the third game medium and a fourth parameter which is a parameter of the fourth game medium, and further, in the restoration step, when the third change command is received after at least one of the first parameter and the second parameter has been changed by using the consumed game medium based on the output result of the output step, the changed first parameter and the second parameter are changed to their states before the change, and at least a portion of the consumed game medium used by the change is changed to their states before the change.
[0129] According to this configuration, even after the consumed game medium has been used after the parameters have been changed, the changed parameters can be restored to their pre-change states, allowing at least a portion of the consumed game medium to be reused for the third and fourth game media different from the first and second game media, thereby encouraging active use of the consumed game medium and increasing the interest of the game.
[0130] (7) In the information processing method described in (6) above, the presentation step further comprises presenting that the processing of the restoration step can be executed when a change in at least one of the specified third parameter and the fourth parameter satisfies a predetermined restoration condition by using the consumable game medium remaining after the change in the first parameter or the second parameter, wherein the restoration condition includes that the change amount of the third parameter or the change amount of the fourth parameter is less than a predetermined value.
[0131] According to this configuration, if at least one of the third parameter and the fourth parameter is changed only to the extent that the restoration condition is satisfied by using the remaining consumed game media, it is presented that the process in the restoration step is executable, thereby restoring the consumed game media used by updating the first parameter and the second parameter, and prompting the user to change the third parameter and the fourth parameter.
[0132] (8) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (7) above.
[0133] With this configuration, when changing parameters of multiple game media, the consumable game media can be used to make relative changes in accordance with the accumulation conditions, thereby reducing the effort required to allocate the consumable game media to be used for each of the first game medium and the second game medium in order to change parameters for each of the multiple game media individually.
[0134] (9) A program causing at least one computer to execute each step of the information processing method according to any one of (1) to (7) above.
[0135] With this configuration, when changing parameters of multiple game media, the consumable game media can be used to make relative changes in accordance with the accumulation conditions, thereby reducing the effort required to allocate the consumable game media to be used for each of the first game medium and the second game medium in order to change parameters for each of the multiple game media individually. Of course, this is not the case.
[0136] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0137] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input device 11: Communication Networks 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Specific part 233: Restoration Department 234: Output section 235: Presentation section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 51: Gacha button 52: Formation button 53: Quest button 54: Item button 61: Organization area 62: Transition button 63: Decision button 71: Organization area 72: Training button 73: Change button 74: Player character list 75: Auto-organize button 76: Fully automatic knitting button 77: Condition setting button 81:Priority item 82: Change operation section 83: Ranking area 91: Setting area 92: Areas of development 93: Level change button 94: Maximum setting button 95: Material area 96: Material change button 101: Individual setting area 111: Cancel training button IM1: Menu screen IM2: Party screen IM3: Party formation screen IM4: Formation Conditions Screen IM5: Training screen
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the receiving step, a designation of a plurality of game media including a first game medium and a second game medium is received, where each of the parameters of the game content is configured such that an accumulation value corresponding to the parameter is changed when a predetermined change condition is satisfied, and the accumulation value is configured to be generateable by using a predetermined consumable game content; In the first identification step, the accumulation values to be accumulated corresponding to a first parameter, which is the parameter of the designated first game medium, and a second parameter, which is the parameter of the designated second game medium, are identified so that the first parameter and the second parameter satisfy a preset accumulation condition, wherein: the accumulation condition defines a relative relationship between the first parameter and the second parameter; In the second specifying step, a usage amount of the consumed game medium used for the first game medium and a usage amount of the consumed game medium used for the second game medium are specified based on the specified accumulated value so that the accumulated value corresponding to at least one of the first parameter and the second parameter satisfies the change condition; In the output step, the first parameter and the second parameter after the change when the consumable game medium is used are output based on the identified usage amount. Information processing methods.
2. 2. The information processing method according to claim 1, the accumulation condition includes a first accumulation condition set so that a difference between the first parameter and the second parameter decreases, or a second accumulation condition set so that a difference between the first parameter and the second parameter increases, In the receiving step, a designation of the first storage condition or the second storage condition is received from a user; In the first specifying step, the accumulation values to be accumulated corresponding to the first parameter and the second parameter are specified based on the specified accumulation condition. Information processing methods.
3. 2. The information processing method according to claim 1, In the receiving step, a first change command is received from a user, the first change command being configured to further change the first parameter and the second parameter after the first parameter or the second parameter is changed; In the first specifying step, when the first change command is received, a parameter to be further changed among the first parameter and the second parameter after the change to be output, and the accumulation value required for the change are specified based on the first change command, the accumulation condition, and the change condition; In the second determination step, a usage amount of the consumed game content is determined based on the accumulated value required for the change. Information processing methods.
4. 2. The information processing method according to claim 1, the receiving step receives a second change command for changing an amount of the consumed game medium used when changing at least one of the first parameter and the second parameter, the second change command including a designation of the consumed game medium whose amount is to be changed; In the first specifying step, when the second change command is received, a parameter to be further changed among the first parameter and the second parameter after the change to be output and the accumulation value required for the change are specified based on the second change command, the accumulation condition, and the change condition; In the second determination step, a usage amount of the designated consumption game medium is determined based on the accumulated value required for the change. Information processing methods.
5. 4. The information processing method according to claim 3, In the second identification step, when a first change command configured to further change the first parameter and the second parameter after the change of the first parameter or the second parameter, or a second change command to change an amount of the consumed game medium used when changing at least one of the first parameter and the second parameter, is received, the parameter to be changed is identified from the first parameter and the second parameter based on a difference between a required value, which is the accumulated value necessary to satisfy a change condition of each of the first parameter and the second parameter, and an accumulated value generated by the consumed game medium. Information processing methods.
6. 3. The information processing method according to claim 2, In the receiving step, a designation of a plurality of game media including a third game medium and a fourth game medium is received from a user; receiving a third change command for satisfying a change condition for at least one of a third parameter which is a parameter of the third game medium and a fourth parameter which is a parameter of the fourth game medium; Furthermore, in the restoration step, when the third change command is received after at least one of the first parameter and the second parameter is changed by using the consumed game medium based on the output result of the output step, the changed first parameter and the second parameter are changed to a state before the change, and at least a part of the consumed game medium used by the change is changed to a state before the change. Information processing methods.
7. 7. The information processing method according to claim 6, Furthermore, in the presentation step, by using the consumable game medium remaining after the change of the first parameter or the second parameter, when a change of at least one of the designated third parameter and the designated fourth parameter satisfies a predetermined restoration condition, the presentation step presents that the processing of the restoration step can be executed, wherein the restoration condition includes that an amount of change of the third parameter or an amount of change of the fourth parameter is less than a predetermined value. Information processing methods.
8. An information processing system comprising at least one device, The information processing method according to any one of claims 1 to 7, further comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 7. Information processing system.
9. A program, A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 7.
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