Program, information processing system, and information processing method
The system dynamically adjusts media parameters and recommendations based on gameplay interactions, improving user decision-making and asset development in game systems.
Patent Information
- Application Number
- JP2023116844
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-18
- Publication Date
- 2025-01-30
- Estimated Expiration
- 2043-07-18
AI Technical Summary
Existing game systems lack effective methods for recommending media, such as characters and equipment, based on dynamic game parameters and player interactions, leading to suboptimal decision-making during gameplay.
A system that adjusts media parameters in response to gameplay and recommends media based on the relationship between current and potential parameters, prioritizing media that can maximize performance gains.
Enhances user decision-making by recommending media that align with gameplay objectives, facilitating efficient progression and development of in-game assets.
Smart Images

Figure 2025014353000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, an information processing system, and an information processing method. [Background technology]
[0002] Conventionally, games that a user can play using a medium are known. For example, the medium may be a character, an item, or equipment. In the game, assistance is provided for determining a medium to be operated based on various information associated with the medium.
[0003] For example, Patent Document 1 discloses recommending a character by displaying the final value of the character's ability value, such as maximum attack power and maximum defense power. Patent Document 2 discloses recommending a character by incorporating a character capable of defeating an enemy character into a deck before executing a battle with the enemy character. Patent Document 3 discloses recommending an event character by incorporating an event character in line with a training policy selected by a user into a deck. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2014-018270 A [Patent Document 2] JP 2020-142106 A [Patent Document 3] JP 2023-24720 A Summary of the Invention [Problem to be solved by the invention]
[0005] It is expected to assist in determining which media to operate on. [Means for solving the problem]
[0006] A program according to one aspect of the present disclosure causes a processor to vary parameters of a medium in response to game play, and to recommend media to be the subject of an operation related to game play in response to a relationship between the current parameters of the medium and parameters that the medium can reach in a particular situation. Effect of the Invention
[0007] According to the present disclosure, it is possible to assist in determining a medium. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Diagram 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Diagram 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server. [Figure 4] FIG. 4 is a diagram showing an example of a screen transition on the terminal of FIG. [Diagram 5] FIG. 5 is a diagram illustrating an example of a data structure in the server of FIG. [Figure 6] FIG. 6 is a diagram showing an example of a data structure in the server of FIG. [Figure 7] FIG. 7 is a diagram showing an example of a process flow for displaying an equipment change screen. [Figure 8] FIG. 8 is a diagram showing an example of a process flow when changing equipment. [Figure 9] FIG. 9 is a diagram illustrating an example of a process flow for executing an event. [Figure 10] FIG. 10 is a diagram showing an example of a home screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of an equipment change screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of an equipment change screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of a result screen displayed on the terminal of FIG. [Figure 15] FIG. 15 is a diagram showing an example of a character change screen displayed on the terminal of FIG. [Figure 16] FIG. 16 is a diagram showing an example of a character change screen displayed on the terminal of FIG. [Figure 17] FIG. 17 is a diagram showing an example of a data structure in the server of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] An information processing system according to the present disclosure will be described with reference to the drawings. (First embodiment) [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 and the server 200 are computers. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, when simply referring to a "game", it means a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter, referred to as a game function). The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device. The server 200 is an example of an information processing device.
[0010] [network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network that can be connected to the Internet via an access point.
[0011] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
[0012] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.
[0013] In response to a signal provided to the terminal 100 or in response to a predetermined condition being satisfied, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.
[0014] The memory 120 temporarily stores programs and data. As an example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be realized as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may be realized as a removable storage device such as a memory card.
[0015] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes a game function. The game program provides an environment for user 11 to play a game. The communication program realizes a function of communicating with another computer. As an example, the other computer is a server 200. Storage 130 may store a distribution program, a viewing program, an operating system, a simulation program, a user authentication program, and other programs.
[0016] For example, the data stored in storage 130 may include data defining various objects and user information. The various objects may include characters, equipment, and objects constituting screens for various games. As an example, the user information may include a user ID, a user name, gender, age, address, and the like. As will be described in detail later, the user information may include information regarding the character used by user 11 as an avatar, and information regarding the character's equipment. The user information may include in-game currency, in-game items, and various rewards owned by user 11.
[0017] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be realized as a Local Area Network (LAN) or other wired communication interface. For example, the communication interface 140 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), Near Field Communication (NFC), or other wireless communication interface. The communication interface 140 is not limited to those mentioned above.
[0018] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication interface. For example, the input / output interface 150 can be realized as a Bluetooth (registered trademark) or other wireless communication interface.
[0019] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touch pad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0020] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like, to the terminal 100.
[0021] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0022] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0023] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 182 is a part or the whole of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the input operation of the user 11 on the touch sensor 182 includes a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations according to other modes.
[0024] The operation device is not limited to the above-mentioned configuration. For example, when the operation device is the communication interface 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation of the user 11. For example, when the operation device is the input / output interface 150, the processor 110 accepts a signal transmitted from an external input device 300 as an input operation of the user 11. For example, when the input device 300 is a camera and a distance measuring sensor, when the hand of the user 11 is detected from a received captured image, the processor 110 accepts a gesture detected based on the captured image and an output value as an input operation of the user 11. For example, when the input device 300 is a controller, the processor 110 accepts an output value transmitted from the controller as an input operation of the user 11.
[0025] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. Each component included in the server 200 is connected to a communication bus 290.
[0026] The processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230 in response to a signal provided to the server 200 or in response to a predetermined condition being satisfied. For example, the processor 210 can be realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.
[0027] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.
[0028] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may be realized as a removable storage device such as a memory card. The server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of information processing systems 10 are used, such as an amusement facility, it is possible to collectively update the programs and data.
[0029] The storage 230 stores a game program and a communication program. As an example, the game program realizes a game function. The communication program realizes a function of communicating with other computers. As an example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data defining objects and user information.
[0030] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be realized as a LAN or other wired communication interface. For example, the communication interface 240 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to those mentioned above.
[0031] The input / output interface 250 communicates with an external input / output device (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.
[0032] [Device features] As shown in FIG. 2, one or more of the components of the terminal 100 are combined to form a functional unit (module) having a cohesive function. As an example, the terminal 100 may include a game control unit 101, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the storage unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.
[0033] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, when the input / output unit 107 receives an input operation by the user 11 on the touch sensor 182, the input / output unit 107 detects the coordinates of the input position and identifies the type of the input operation. For example, the types of input operations that the input / output unit 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a series of input operations that have been detected are interrupted, the input / output unit 107 detects that the contact input from the touch sensor 182 has been released. As an example, the input / output unit 107 may function as a means for receiving an input operation by the user 11.
[0034] The communication unit 106 receives various information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests. The user information may include information regarding objects owned by the user 11.
[0035] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting an input operation by the user 11 in the progress of the game. The game play information is output in response to an input operation received by the input / output unit 107. The game play information may include various requests.
[0036] The game control unit 101 identifies the instruction of the user 11 according to the coordinates of the input position accepted by the input / output unit 107, the type of input operation, and the game progress information received by the communication unit 106 from the server 200. The game control unit 101 may perform various judgments regarding the progress of the game. The game control unit 101 may perform various lotteries regarding the progress of the game. The game control unit 101 generates game play information according to the game progress information, the instruction of the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may execute a step for receiving various information, thereby performing a function corresponding to the step. As an example, the processor 110, as the game control unit 101, may execute a step for transmitting various information, thereby performing a function corresponding to the step. As an example, the processor 110, as the game control unit 101, may execute a step for progressing the game, thereby performing a function corresponding to the step.
[0037] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays an image of the game screen on the monitor 181. The display control unit 104 may be configured to display an image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display an image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.
[0038] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for input operations of the user 11. The UI objects are information for assisting the input operations of the user 11 necessary for progressing through the game. For example, the UI objects are icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display contents of the monitor 181, thereby exerting a function corresponding to the steps.
[0039] The steps in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored in a non-volatile data storage medium such as a CD-ROM that can be read by a computer and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as the server 200 via the communication interface 140, and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.
[0040] [Server Functions] As shown in FIG. 3, one or more of the components of the server 200 are combined to form a functional unit (module) having a cohesive function. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.
[0041] The communication unit 206 receives various information from each terminal 100. As an example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various information to each terminal 100. As an example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept an input operation by the user 11 on an external input device via the input / output interface 250.
[0042] The game control unit 201 progresses the game according to the game play information received by the communication unit 206 from each terminal 100. The game control unit 201 may perform various judgments regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. The game control unit 201 generates game progress information according to the results of these processes. The game progress information is transmitted to each terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for transmitting various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for progressing the game.
[0043] The steps in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored in a non-volatile data storage medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.
[0044] [Game Overview] As an example, a game according to the present disclosure includes multiple parts. As an example, the game includes an event part in which a player can participate in an event and a preparation part in which a player can prepare for the event. Without being limited to this, the game may be composed of three or more parts, or may be composed of a single part. Each part and each event is an example of a game as an element included in the game as a whole provided by the information processing system 10.
[0045] [Event part] An example of a specific specification of the event part will be described. As an example, the event may include accomplishing a predetermined task. As an example, the task may be defeating a monster. The event may include the user 11 controlling his / her own avatar. The avatar may be a character previously selected by the user 11 from a plurality of characters.
[0046] The event may be executed with a battle between a single avatar and a single monster. In the event, the avatar and the monster take turns acting. As an example, the actions may include attacks using weapons, attacks using magic, and attacks using skills. The hit points (hereinafter referred to as HP) of the avatar decrease when an attack by the monster hits. HP is one of the ability values of the avatar. The HP of the monster decreases when an attack by the avatar hits. The event is not achieved if the HP of the avatar becomes 0 before the HP of the monster becomes 0. The event is achieved if the HP of the monster becomes 0 before the HP of the avatar becomes 0. The target to be defeated in the event is any one of multiple types of monsters. The difficulty of achievement may differ depending on the type of monster to be defeated.
[0047] The event may involve a battle between multiple avatars and a single monster, a battle between a single avatar and multiple monsters, or a battle between multiple avatars and multiple monsters. When multiple avatars participate in an event, each avatar may be operated by a single user 11. The multiple avatars may each be operated by a different user 11. In other words, the event may be one in which multiple users 11 can participate.
[0048] The event is not limited to the above-mentioned contents. For example, the event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the event may be a race such as a car race, a yacht race, a ski race, or an airplane race. The event is not limited to a competitive content. The event may be a cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be a content of raising a character, or a content of creating a city or a building.
[0049] [Preparation part] An example of a specific specification of the preparation part will be described. As an example, when starting a new game, the user 11 first selects one character from among a plurality of characters as his / her avatar. The character selectable as an avatar is an example of a medium that the user 11 can use in the game. The plurality of characters that can be used as an avatar constitutes one category of medium. One character frame is prepared for the user 11. The user 11 can set one of the characters belonging to the category corresponding to the character frame in the character frame. The character frame is an example of a medium frame. Not limited to this, the user 11 may be able to select a character to be used as an avatar in preparation for an event. Preparation for an event may include changing the appearance of the avatar. For example, the appearance of the avatar may be a race, a sex, a body shape, a hairstyle, and a facial expression. In other words, preparation for an event may be changing the settings of the avatar.
[0050] Preparation for the event may include adding, exchanging, and deleting equipment, items, and skills. Equipment can be categorized into weapons, armor, and accessories. As an example, armor can be categorized into head armor, body armor, and foot armor. As an example, each piece of equipment can be strengthened by participating in the event while it is equipped on the avatar. In other words, equipment is an example of a training target in a game. Equipment is an example of a medium that the user 11 can use in the game. The user 11 is provided with one equipment slot for each equipment category. The user 11 can set one piece of equipment belonging to the corresponding category in each equipment slot. Each equipment slot is an example of a medium slot. As an example, the equipment slots include a weapon slot, a head armor slot, a body armor slot, a foot armor slot, and an accessory slot.
[0051] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will now be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 according to the game part, the game progress, and instructions from the user 11. As an example, the game screens may include a home screen 40, an equipment change screen 50, an event screen 60, and a result screen 70.
[0052] The home screen 40 and the equipment change screen 50 may be displayed in the preparation part. The home screen 40 is an initial screen, and is a screen for instructing the display of the equipment change screen 50 or the display of the event screen 60. The equipment change screen 50 is a screen for changing the equipment of the avatar. As will be described later, the equipment change screen 50 may present to the user 11 recommended information indicating equipment (hereinafter referred to as recommended equipment) that is recommended for use by the user 11 based on predetermined conditions. The recommended information is displayed as a predetermined object. The recommended equipment is an example of a recommended medium.
[0053] An event screen 60 and a result screen 70 may be displayed in the event part. The event screen 60 is a screen for displaying the progress of the event. The result screen 70 is a screen for displaying the result of the event. The result of the event may include information indicating whether the event was accomplished or not. The result of the event may include information indicating the development status of the avatar's equipment.
[0054] [Data Structure] As shown in FIG. 5, in the server 200, one or both of the memory 220 and the storage 230 serve as the storage unit 205 and store various pieces of information in association with a user ID. The user ID is information capable of identifying the user 11. As an example, the storage 230 serving as the storage unit 205 is provided with a storage area for storing various pieces of information in association with the user ID. By storing information in each storage area, the various pieces of information are associated with the user ID. The user ID is associated with a user name.
[0055] The memory area associated with the user ID has an area associated with each medium frame. The user and the medium are associated by storing information capable of identifying the medium in the memory area associated with the medium frame. That is, the medium is set in the medium frame. As an example, one or more character IDs are associated with the user ID. The character ID is information capable of identifying a character that the user 11 will use as an avatar in an event. That is, the user 11 is associated with one character as an avatar. As an example, types of characters that the user 11 can use as an avatar include a swordsman, a knight, a scout, a healer, and a magician.
[0056] As shown in FIG. 6, one or more equipment IDs are associated with a user ID as information capable of identifying equipment owned by user 11. Equipment category, equipment type, rarity, training points, level, current performance value, and final performance value are associated with the equipment ID. These pieces of information are examples of information capable of identifying equipment owned by user 11 (hereinafter referred to as equipment information). Information capable of identifying the equipment category, equipment type, rarity, training points, level, current performance value, and final performance value may be expressed as a numerical value associated with the equipment ID. Information capable of identifying the equipment category, type, rarity, training points, level, current performance value, and final performance value are examples of parameters.
[0057] For example, equipment categories include weapons, headgear, bodygear, leggear, and accessories. Equipment types refer to the types of equipment included in the category. For example, weapons include staffs, daggers, long swords, and dual swords. For example, headgear includes hats, batons, leather helmets, and iron helmets. For example, bodygear includes cloth clothing, robes, leather armor, and iron armor. For example, leggear includes cloth shoes, leather shoes, leather shin guards, and iron shin guards. For example, accessories include rings, earrings, bracelets, and necklaces.
[0058] Rarity is information indicating the difficulty of obtaining the equipment. For example, the rarity increases in the order of 1<2<3<4<5. Level is information indicating the development degree of the equipment or the development status of the equipment. For example, the level increases in the order of 1<2<3<4<5. Development points can be acquired according to the execution of events. When the development points are accumulated to a specified value, the equipment is leveled up. As an example, when the development points reach 1000, the equipment level becomes 2. As an example, when the development points reach 2000, the equipment level becomes 3. As an example, when the development points reach 3000, the equipment level becomes 4. As an example, when the development points reach 4000, the equipment level becomes 5.
[0059] The performance value is information indicating the amount of correction to the ability value of the avatar when the equipment is equipped to the avatar. The performance value is an example of an evaluation value. The performance value is an example of a reference parameter. As an example, the evaluation value and the reference parameter are equal. For example, a weapon increases the attack power of the avatar. For example, armor increases the defense power of the avatar. For example, an accessory increases the magic power of the avatar. The performance value increases when the equipment is leveled up. The increase in the performance value for each level up differs depending on the type of equipment. For example, the increase in the staff is attack power +2. For example, the increase in the long sword is attack power +20. For example, the increase in the dual swords is attack power +30. The final performance value of the equipment differs depending on the type of equipment. For example, the final performance value of the staff is attack power +10. For example, the final performance value of the long sword is attack power +100. For example, the final performance value of the dual swords is attack power +150. Thus, the intrinsic value of level 1 dual swords (attack power +30) is inferior to the intrinsic value of a level 2 or higher long sword (attack power +40 or more). The intrinsic value of level 4 dual swords (attack power +120) is better than the intrinsic value of a level 5 long sword (attack power +100). Each equipment item's current intrinsic value is an example of the medium's current parameters. Each equipment item's final intrinsic value (maximum intrinsic value) is an example of its parameters when the maximum level is reached. Reaching the maximum level is an example of a specific situation.
[0060] A user ID may be associated with a plurality of equipment IDs capable of identifying equipment of the same category and the same type. In other words, the user 11 may possess a plurality of equipment of the same category and the same type. For example, the user 11 may possess three long swords as weapons. Here, the development points (levels) of each piece of equipment are managed individually. Therefore, when a user possesses a plurality of pieces of equipment of the same category and the same type, the development points of each of these pieces of equipment may be different. For example, FIG. 6 shows a situation in which a certain user 11 possesses three long swords. Of the three long swords, one is level 1, one is level 3, and one is level 5. It is preferable that an upper limit number of equipment IDs that can be associated with a user ID be set. In other words, it is preferable that an upper limit number of pieces of equipment that the user 11 can possess be set.
[0061] As shown in FIG. 5, one equipment ID is associated with the character ID as information capable of identifying what the avatar is equipped with for each equipment category (hereinafter referred to as equipment status information). That is, one equipment slot is prepared for each equipment category. One piece of equipment can be set in each equipment slot. As an example, an equipment ID capable of identifying a weapon equipped by the avatar is associated with the character ID. If an equipment ID capable of identifying a weapon is not associated with the character ID, it is indicated that the avatar is not equipped with a weapon. As an example, an equipment ID capable of identifying a headgear equipped by the avatar is associated with the character ID. If an equipment ID capable of identifying a headgear is not associated with the character ID, it is indicated that the avatar is not equipped with a headgear.
[0062] As an example, an equipment ID capable of identifying the torso armor equipped by the avatar is associated with the character ID. If an equipment ID capable of identifying the torso armor is not associated with the character ID, it is indicated that the avatar is not equipped with torso armor. As an example, an equipment ID capable of identifying the foot armor equipped by the avatar is associated with the character ID. If an equipment ID capable of identifying the foot armor is not associated with the character ID, it is indicated that the avatar is not equipped with foot armor.
[0063] As an example, an equipment ID capable of identifying an accessory equipped by an avatar is associated with a character ID. When an equipment ID capable of identifying an accessory is not associated with a character ID, it is indicated that the avatar is not equipped with an accessory. Not limited to the above, multiple equipment slots may be prepared for one category. For example, when two accessory slots are prepared, an avatar can equip two accessories.
[0064] In the server 200, one or both of the memory 220 and the storage 230 serve as the storage unit 205 and store various information in association with an event ID. The event ID is information capable of identifying the type of event. The event ID is associated with the training points to be acquired when the event is achieved and the training points to be acquired when the event is not achieved. As an example, it is preferable that the training points to be acquired when the event is achieved are greater than the training points to be acquired when the event is not achieved.
[0065] [An example of the process flow for displaying the equipment change screen] 7, the processor 110 of the terminal 100 accepts a screen switching operation to the equipment change screen 50 while displaying the home screen 40 (step S100). The processor 110 of the terminal 100 transmits an equipment status information request to the server 200 via the communication interface 140 (step S102). The equipment status information request may include information capable of identifying the user ID and the character ID. The equipment status information request may include information instructing the transmission of equipment status information associated with the character ID.
[0066] Processor 210 of server 200 receives the equipment status information request via communication interface 240 (step S103). Processor 210 of server 200 transmits the equipment status information to terminal 100 via communication interface 240 (step S104). As an example, in step S104, processor 210 searches for a character ID associated with the user ID indicated in the equipment status information request, and reads equipment status information associated with the character ID from storage 230. Processor 210 transmits the equipment status information that has been read. After that, processor 210 of server 200 ends the series of processes.
[0067] Processor 110 of terminal 100 receives the equipment status information via communication interface 140 (step S105). Processor 110 of terminal 100 displays equipment change screen 50 on monitor 181 (step S106). Processor 110 displays an object indicating the equipment status information on equipment change screen 50 on monitor 181. That is, processor 110 presents the equipment status of the avatar to user 11. Processor 110 of terminal 100 then ends the series of processes.
[0068] [An example of the process flow when changing equipment] As shown in FIG. 8, the processor 110 of the terminal 100 accepts an equipment display operation while displaying the equipment change screen 50 (step S111). As an example, the equipment display operation is an operation to instruct the display of equipment owned by the user 11. The equipment display operation may also serve as an operation to instruct the presentation of recommended equipment. The processor 110 of the terminal 100 transmits an equipment information request to the server 200 via the communication interface 140 (step S112). The equipment information request may include a user ID. The equipment information request may include information instructing the transmission of equipment information associated with the user ID.
[0069] The processor 210 of the server 200 receives the equipment information request via the communication interface 240 (step S113). The processor 210 of the server 200 transmits the equipment information to the terminal 100 via the communication interface 240 (step S114). As an example, in step S114, the processor 210 reads out the equipment information associated with the user ID indicated in the equipment information request from the storage 230. The processor 210 transmits the read equipment information. As an example, the equipment information may include information instructing the presentation of recommended equipment. As an example, the equipment information may include information necessary for presenting recommended equipment on the terminal 100.
[0070] Processor 110 of terminal 100 receives the equipment information via communication interface 140 (step S115). Processor 110 of terminal 100 displays an object indicating the equipment information on monitor 181 in equipment change screen 50 (step S116). That is, processor 110 presents equipment owned by user 11. At this time, processor 110 presents recommended equipment to assist user 11 in selecting equipment. The function of presenting recommended equipment will be described later.
[0071] The processor 110 of the terminal 100 accepts the equipment change operation (step S117). As an example, the equipment change operation may include an operation of selecting a category of equipment. As an example, the equipment change operation may include an operation of selecting one piece of equipment from among the equipment belonging to the selected category and owned by the user 11. As an example, the equipment change operation may include instructions for installation, removal, and replacement as a change mode of the equipment.
[0072] The processor 110 of the terminal 100 transmits an equipment change request to the server 200 via the communication interface 140 (step S118). The equipment change request may include information capable of identifying a user ID and a character ID. The equipment change request may include information capable of identifying an equipment category and an equipment type. The equipment change request may include information capable of identifying an addition, replacement, or deletion as a change mode of the equipment.
[0073] The processor 210 of the server 200 receives the equipment change request via the communication interface 240 (step S119). The processor 210 of the server 200 updates data based on the contents instructed in the equipment change request (step S120). As an example, the processor 210 changes or deletes the equipment ID associated with the character ID to match the contents indicated in the equipment change request. As an example, when an instruction is given to delete equipment, the processor 210 erases the equipment ID indicating the equipment. In other words, the processor 210 cancels the association between the avatar and the equipment. When an instruction is given to add or change equipment, the processor 210 adds or overwrites the equipment ID indicating the equipment. In other words, the processor 210 newly associates the avatar and the equipment.
[0074] The processor 210 of the server 200 transmits the equipment change result to the terminal 100 via the communication interface 240 (step S121). The equipment change result may include information capable of identifying the changed equipment status information. The processor 210 of the server 200 then ends the series of processes. The processor 110 of the terminal 100 receives the equipment change result via the communication interface 140 (step S122). The processor 110 of the terminal 100 displays the equipment change result on the monitor 181 (step S123). As an example, the processor 110 displays an object indicating the changed equipment status information on the equipment change screen 50 on the monitor 181. That is, the processor 110 presents the equipment status of the avatar after the change.
[0075] The processor 110 of the terminal 100 accepts a screen switching operation to the home screen 40 (step S124). The processor 110 of the terminal 100 displays the home screen 40 on the monitor 181 (step S125). The processor 110 of the terminal 100 ends the series of processes.
[0076] [An example of the process flow for executing an event] 9, when the home screen 40 is displayed, the processor 110 of the terminal 100 accepts an event start operation (step S200). The event start operation may include an operation to instruct the start of an event. The processor 110 of the terminal 100 transmits an event start request to the server 200 via the communication interface 140 (step S201). The event start request may include information capable of identifying the start of the event.
[0077] The processor 210 of the server 200 receives an event start request via the communication interface 240 (step S202). The processor 210 of the server 200 transmits event information to the terminal 100 via the communication interface 240 (step S203). The event information may include information capable of identifying the start of the event. The event information may include information capable of identifying the type of the event. As an example, in step S203, the processor 210 determines one event ID from among a plurality of event IDs by a lottery using random numbers. That is, the processor 210 determines the type of the event. The processor 210 may generate the event information so as to include information capable of identifying the determined event ID. Not limited to this, the configuration may be such that the user 11 can select the type of the event. In this case, the event start operation may include an operation for instructing the type of the event. The event start request may include information capable of identifying the type of the event instructed by the event start operation. When the processor 210 ends step S203, the process proceeds to step S207.
[0078] Processor 110 of terminal 100 receives the event information via communication interface 140 (step S204). Processor 110 of terminal 100 displays event screen 60 on monitor 181 (step S205). That is, processor 110 starts the event specified by the event information.
[0079] Processor 110 of terminal 100 executes terminal-side event processing (step S206). In the terminal-side event processing, processor 110 transmits and receives various information via communication interface 140. As an example, when processor 110 receives an operation to instruct an avatar to act (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the content of the operation to server 200. As an example, processor 110 receives progress information from server 200. Processor 110 displays event screen 60 on monitor 181 according to the progress information.
[0080] The processor 210 of the server 200 executes server-side event processing (step S207). In the server-side event processing, the processor 210 transmits and receives various information via the communication interface 240. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the action of the avatar according to the play information. As an example, the processor 210 determines whether an attack by a weapon, magic, or skill has hit a monster. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the monster. The processor 210 transmits progress information indicating the result of the action of the avatar to the terminal 100. When the action of the avatar ends, the processor 210 causes the monster to act. The processor 210 determines whether an attack by the monster has hit the avatar. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the avatar. The processor 210 transmits progress information indicating the result of the action of the monster to the terminal 100. Processor 210 causes the avatar and the monster to act alternately. When an end condition of the event is met, processor 210 proceeds to step S208. As one example, the end condition of the event may be that the HP of either the avatar or the monster becomes 0.
[0081] Processor 210 of server 200 transmits event result information to terminal 100 via communication interface 240 (step S208). The event result information may include information capable of identifying whether or not the event has been accomplished. In step S208, processor 210 determines whether or not the achievement condition for the event has been met. As an example, the achievement condition for the event is met when the HP of the monster reaches 0 before the HP of the avatar reaches 0. The achievement condition for the event is not met when the HP of the avatar reaches 0 before the HP of the monster reaches 0. After completing step S208, processor 210 proceeds to step S211.
[0082] Processor 110 of terminal 100 receives the event result information via communication interface 140 (step S209). Processor 110 of terminal 100 displays the event result on monitor 181 (step S210). Processor 110 displays result screen 70. Result screen 70 may include a predetermined object as information capable of identifying the result of the event. That is, processor 110 presents the result of the event indicated in the event result information.
[0083] The processor 210 of the server 200 executes the training process (step S211). In the training process, the processor 210 adds training points according to the type of event and the result of the event to the training points associated with each equipment ID of the avatar to update the training points. The result of the event may be a play result indicating whether the event is accomplished or not. The processor 210 determines whether the updated training points reach a specified value. When the training points reach a specified value, the processor 210 increases the level of the equipment. When the equipment level is increased, the processor 210 specifies the increase amount in the equipment and adds the specified increase amount to the performance value. When the training points do not reach the specified value, the processor 210 does not increase the level of the equipment. In this way, the game program causes the processor 210 to vary the parameters of the medium in response to the play of the game. As an example, the parameters of the medium can be varied so as to increase in response to the play of the game. The processor 210 executing step S211 can function as a means for varying the parameters of the medium in response to the play of the game.
[0084] Processor 210 of server 200 transmits the growth result information to terminal 100 via communication interface 240 (step S212). The growth result information may include information capable of identifying the growth points that user 11 will gain by executing the event. The growth result information may include information capable of identifying whether or not equipment has been leveled up as a result of accumulation of growth points. The growth result information may include information capable of identifying the level of the equipment after it has been leveled up. After that, processor 210 of server 200 ends the series of processes.
[0085] Processor 110 of terminal 100 receives the growth result information via communication interface 140 (step S213). Processor 110 of terminal 100 displays a predetermined object on monitor 181 in result screen 70 as information capable of identifying the growth result (step S214). Processor 110 causes the growth result indicated in the growth result information to be presented. Processor 110 of terminal 100 displays home screen 40 on monitor 181 (step S215). Processor 110 of terminal 100 ends the series of processes.
[0086] [An example of the display screen on a device and the process flow for displaying it] [Home screen] 10, in the preparation part, a home screen 40 may be displayed on the monitor 181 of the terminal 100. The home screen 40 may include various UI objects. As an example, the home screen 40 may include, as UI objects, an avatar window 41, an event start button 42, an equipment change button 43, and a home button 45. As an example, the home screen 40 may include a character change button 44.
[0087] As an example, an avatar 80 is displayed in the avatar window 41. The appearance of the avatar 80 may change as the settings of the avatar are changed. As an example, the appearance of the avatar 80 may change in response to equipment. For example, when the avatar is equipped with a long sword, the avatar window 41 displays the avatar 80 holding the long sword 81. For example, when the avatar is equipped with leather armor, the avatar window 41 displays the avatar 80 wearing leather armor 82.
[0088] As an example, when the home screen 40 is displayed, the processor 110 of the terminal 100 accepts a tap operation on the event start button 42 as an event start operation (step S200). When the processor 110 of the terminal 100 accepts the event start operation, the processor 110 displays the event screen 60 on the monitor 181 (step S205).
[0089] As one example, the processor 110 of the terminal 100 accepts a tap operation on the equipment change button 43 as a screen switching operation to the equipment change screen 50 (step S100). When the processor 110 of the terminal 100 accepts the screen switching operation to the equipment change screen 50, the processor 110 displays the equipment change screen 50 on the monitor 181 (step S106). As one example, the processor 110 of the terminal 100 accepts a tap operation on the home button 45 as a screen switching operation to the home screen 40. As one example, the processor 110 of the terminal 100 may accept a tap operation on the character change button 44 as a screen switching operation to a screen for changing the settings of a character as an avatar.
[0090] [Equipment change screen] 11, the equipment change screen 50 may be displayed on the monitor 181 of the terminal 100 in the preparation part. The equipment change screen 50 may include various UI objects. As an example, the equipment change screen 50 may include, as UI objects, one or more equipment icons 51 and a home button 55A. The processor 110 of the terminal 100 may accept a tap operation on the home button 55A as a screen switching operation to the home screen 40 (step S124).
[0091] As an example, the processor 110 of the terminal 100 displays one or more equipment icons 51 on the monitor 181 as information that can identify what the avatar is equipped with, based on the equipment status information received from the server 200. Each equipment icon 51 may include a picture of the equipment as information that can identify the type of equipment. Each equipment icon 51 may include a level display unit 57 that indicates the level of the equipment. As an example, the level of the equipment may be displayed as Arabic numerals. Each equipment icon 51 may include a rarity display unit 58 that indicates the rarity. As an example, the rarity of the equipment may be displayed as Arabic numerals that indicate the rarity.
[0092] As an example, the equipment icon 51 may include a weapon icon 52, a head armor icon 53, a body armor icon 54, a leg armor icon 55, and an accessory icon 56. As an example, each of the icons 52 to 56 may be displayed as an object indicating the equipment belonging to each category that is equipped to the avatar. As an example, when the avatar is equipped with a long sword, the weapon icon 52 is configured to include a picture of a long sword 81. In this case, the weapon icon 52 may include a level display section 57 indicating the level of the long sword and a rarity display section 58 indicating the rarity of the long sword.
[0093] As an example, when the equipment change screen 50 is displayed, the processor 110 of the terminal 100 accepts a tap operation on each of the icons 52 to 56 as an equipment display operation (step S111). As an example, a tap operation on the weapon icon 52 is an equipment display operation that instructs the display of a weapon owned by the user 11. As an example, a tap operation on the head armor icon 53 is an equipment display operation that instructs the display of a head armor owned by the user 11. As an example, a tap operation on the body armor icon 54 is an equipment display operation that instructs the display of a body armor owned by the user 11. As an example, a tap operation on the foot armor icon 55 is an equipment display operation that instructs the display of a foot armor owned by the user 11. As an example, a tap operation on the accessory icon 56 is an equipment display operation that instructs the display of an accessory owned by the user 11.
[0094] As shown in FIG. 12, when the processor 110 of the terminal 100 accepts the equipment display operation, the processor 110 displays the equipment icon 51 on the monitor 181 as an object indicating the equipment owned by the user 11 based on the equipment information received from the server 200 (step S116). The processor 110 of the terminal 100 also displays the equipment icon 51A on the monitor 181 as an object indicating the current equipment equipped to the avatar. The processor 110 of the terminal 100 displays the equipment icon 51B on the monitor 181 as an object indicating the changed equipment. Here, the equipment icons 51A and 51B displayed based on the equipment information are icons corresponding to the category designated by the equipment display operation among the icons 52 to 56. FIG. 12 shows an example of a case where the weapon icon 52 is displayed as the equipment icon 51A and 51B. The processor 110 displays the removal button 59 on the monitor 181.
[0095] 12 shows an example of a case where a weapon icon 52 is displayed as an equipment icon 51 indicating equipment owned by the user 11. At this time, the processor 110 presents recommended media to assist the user 11 in selecting a medium. As an example, the processor 110 may present recommended media in a first category and recommended media in a second category. As an example, the recommended media is recommended equipment.
[0096] The first category of recommended equipment is a predetermined number of pieces of equipment in the same category owned by the user 11, in order of the largest difference between the current performance value and the final performance value that can be reached when the equipment is at the maximum level (hereinafter referred to as the development potential value). As an example, the predetermined number is 3. The development potential value indicates the room for increasing the performance value of the equipment. The processor 110 calculates the development potential value for each piece of equipment classified into the same category. As described above, the equipment information that can be received from the server 200 includes the current performance value and the final performance value. The processor 110 sorts the equipment based on the calculated development potential value. The processor 110 displays the first recommended equipment icon 51C on the monitor 181 as the equipment icon 51 representing the equipment for the predetermined number of pieces of equipment in order of the largest development potential value.
[0097] Thus, in step S114, processor 210 of server 200 transmits equipment information instructing the presentation of recommended equipment, thereby causing processor 110 of terminal 100 to present the recommended equipment. In step S116, processor 110 of terminal 100 calculates a development potential value based on the received equipment information, and causes monitor 181 to present the recommended equipment in accordance with the calculated development potential value.
[0098] The game program causes the processor 210 of the server 200 to recommend a medium to be a target of an operation related to playing of a game, depending on a relationship between a current parameter of the medium and a parameter that the medium can reach in a specific situation. The game program also causes the processor 110 of the terminal 100 to recommend a medium to be a target of an operation related to playing of a game, depending on a relationship between a current parameter of the medium and a parameter that the medium can reach in a specific situation. As an example, the relationship between the current parameter of the medium and a parameter that the medium can reach in a specific situation is the difference between the current parameter of the medium and the parameter that the medium can reach in a specific situation.
[0099] The game program causes the processor 210 of the server 200 to recommend a medium to be the target of an operation related to game play, in a case where there are multiple media with different breeding possible values, by giving priority to the medium with the largest breeding possible value in ascending order. Also, the game program causes the processor 110 of the terminal 100 to recommend a medium to be the target of an operation related to game play, in a case where there are multiple media with different breeding possible values, by giving priority to the medium with the largest breeding possible value in descending order.
[0100] The second category of recommended equipment is a predetermined number of pieces of equipment of the same category owned by user 11, in descending order of current performance value. As an example, the predetermined number is 3. Processor 110 sorts the equipment based on the current performance value, and displays second recommended equipment icons 51D on monitor 181 as equipment icons 51 representing the predetermined number of pieces of equipment in descending order of current performance value. As described above, the equipment information that may be received from server 200 includes the current performance value.
[0101] Thus, in step S114, the processor 210 of the server 200 causes the processor 110 of the terminal 100 to present the recommended equipment by transmitting equipment information instructing the presentation of the recommended equipment. In step S116, the processor 110 of the terminal 100 causes the monitor 181 to present the recommended equipment in accordance with the current performance value indicated in the received equipment information.
[0102] The game program causes the processor 210 of the server 200 to recommend a medium to be a target of an operation related to game play, in a case where there are multiple media with different parameters that the medium can reach in a specific situation, by giving priority to the medium with the largest parameter that the medium can reach in the specific situation.The game program causes the processor 110 of the terminal 100 to recommend a medium to be a target of an operation related to game play, in a case where there are multiple media with different parameters that the medium can reach in a specific situation, by giving priority to the medium with the largest parameter that the medium can reach in the specific situation.
[0103] Processor 110 of terminal 100 accepts the tap operation on each recommended equipment icon 51C, 51D as an equipment change operation instructing the selection of the category shown in that icon (step S117). Processor 110 of terminal 100 accepts the tap operation on each recommended equipment icon 51C, 51D as an equipment change operation instructing a change to the equipment shown in that icon or attachment of that equipment. Processor 110 of terminal 100 accepts the tap operation on removal button 59 as an equipment change operation instructing the removal of the equipment.
[0104] An example of a specific display mode will be described with reference to FIG. 6 and FIG. It is assumed that the processor 110 of the terminal 100 has received an equipment display operation to instruct the display of weapons owned by the user 11. It is assumed that the user 11 owns one staff, one dagger, three long swords, and one pair of dual swords (see FIG. 6). The three long swords owned by the user 11 are weapons of the same category and type, but for convenience of explanation, in order to distinguish between them, they are respectively indicated as a first long sword 81a, a second long sword 81b, and a third long sword 81c. It is assumed that the avatar is equipped with the third long sword 81c.
[0105] The processor 110 of the terminal 100 displays the weapon icon 52 on the monitor 181 as an equipment icon 51A indicating the current weapon equipped to the avatar. As an example, the processor 110 of the terminal 100 can display the weapon icon 52 on the monitor 181 as an equipment icon 51B indicating the changed weapon equipped to the avatar.
[0106] The training potential values are: staff: attack power +0, dagger: attack power +5, first long sword: attack power +80, second long sword: attack power +40, third long sword: attack power +0, and twin swords: attack power +120. The processor 110 displays three first recommended equipment icons 51C on the monitor 181 so as to respectively indicate three weapons in descending order of training potential values from among the weapons owned by the user 11. That is, the monitor 181 may display, as the first recommended equipment icons 51C, a weapon icon 52 indicating the twin swords 83, a weapon icon 52 indicating the first long sword 81a, and a weapon icon 52 indicating the second long sword 81b.
[0107] Assume that the current performance values are: staff, attack power +10; dagger, attack power +20; first long sword, attack power +20; second long sword, attack power +60; third long sword, attack power +100; and dual swords, attack power +30. The processor 110 displays three second recommended equipment icons 51D on the monitor 181 so as to respectively indicate the three weapons with the largest current performance values among the weapons owned by the user 11. That is, the monitor 181 may display, as the second recommended equipment icons 51D, a weapon icon 52 indicating the third long sword 81c, a weapon icon 52 indicating the second long sword 81b, and a weapon icon 52 indicating the dual swords 83.
[0108] For example, when a tap operation is performed on the weapon icon 52 displayed as the first recommended equipment icon 51C indicating the dual swords 83, the processor 110 of the terminal 100 accepts this as an equipment change operation for changing the avatar's weapon from the third long sword 81c to the dual swords 83. As an example, when the recommended equipment icons 51C, 51D include a weapon icon 52 indicating a weapon equipped by the avatar, the processor 110 of the terminal 100 may display the weapon icon 52 darker than the other weapon icons 52. The processor 110 may not accept a tap operation on the weapon icon 52 indicating the weapon equipped by the avatar among the recommended equipment icons 51C, 51D as an equipment change operation. Without being limited to this, the processor 110 may accept this as an equipment change operation instructing removal of the weapon.
[0109] [Event screen] 13, the event screen 60 is displayed on the monitor 181 of the terminal 100 during the event part. The event screen 60 may include various UI objects. As an example, the event screen 60 may include a battle window 61, a history window 62, an attack button 63, a magic button 64, and a skill button 65.
[0110] As an example, the battle window 61 may include an avatar 80, a monster 85 to be defeated, and a gauge 86 indicating the remaining HP of the monster 85. The processor 110 of the terminal 100 displays the actions of the avatar 80 and the monster 85 in the battle window 61 according to the progress information received from the server 200 (step S206).
[0111] The history window 62 may include history information for the event. As an example, the history information may be a character string indicating the action of the avatar 80, a character string indicating the amount of HP reduction of the avatar 80, a character string indicating the action of the monster 85, and a character string indicating the amount of HP reduction of the monster 85. The processor 110 of the terminal 100 displays the history information of the event in the history window 62 in accordance with the progress information received from the server 200 (step S206).
[0112] In step S206, processor 110 of terminal 100 accepts the tap operation on attack button 63 as an action instruction operation having the content of attacking with a weapon. Processor 110 of terminal 100 accepts the tap operation on magic button 64 as an action instruction operation having the content of using magic. Processor 110 of terminal 100 accepts the tap operation on skill button 65 as an action instruction operation having the content of using a skill.
[0113] [Result screen] As shown in FIG. 14, the event result screen 70 is displayed on the monitor 181 when the event part ends. If there is equipment that has been leveled up through the event, the result screen 70 may include an equipment icon 51 indicating the equipment as information that can identify the leveled-up equipment. The result screen 70 may include a predetermined character string 71 as an example of information that can identify that the equipment has been leveled up. The result screen 70 may include a predetermined character string 72 as an example of information that can identify the level after leveling up. The equipment icon 51, the character string 71, and the character string 72 are examples of information that can identify the growth result.
[0114] Processor 110 of terminal 100 displays result screen 70 including information that can identify the growth result on monitor 181 based on the growth result information received from server 200 (step S214). For example, a case will be described where long sword 81 equipped by the avatar has been leveled up from level 1 to level 2. Processor 110 displays weapon icon 52 indicating long sword 81 on monitor 181 as an example of information that can identify the leveled-up equipment. Processor 110 displays the character string "Congratulations! Level Up!" on monitor 181 as an example of character string 71. Processor 110 displays the character string "Lv.1→Lv.2" on monitor 181 as an example of character string 72.
[0115] The effects of the present disclosure will be described. (1-1) The parameters of the medium change depending on the game play. Depending on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation, the medium to be targeted for the operation related to the game play is recommended to the user 11. Thus, the medium decision can be assisted.
[0116] (1-2) The parameters of the medium can be increased as the game is played. The medium to be targeted for the operation related to the game play is recommended according to the difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation (for example, the developable value). This makes it easier for the user 11 to grasp the medium with a large potential for growth. This further supports the decision-making of the medium.
[0117] (1-3) When there are multiple media with different differences (for example, training possible values), the media to be operated are recommended in order of priority according to the largest difference. Thus, the user 11 can easily understand which medium is expected to produce a large increase in parameters.
[0118] (1-4) The specific situation is a situation in which the level of the medium has reached the maximum level. Therefore, the user 11 can select a medium while taking into consideration the parameters that can be finally reached. (1-5) The training points that the user 11 can acquire vary depending on whether or not the event is achieved. In other words, the parameters of the medium can be changed so that the amount of change corresponds to the play content (including the play result) of the game in which the medium is used. This can increase the motivation of the user 11 to achieve the event.
[0119] Second embodiment A second embodiment will be described below. In the following description, the same configurations and the same controls as those in the already described embodiments are denoted by the same reference numerals, and overlapping descriptions will be omitted or simplified.
[0120] In the first embodiment, one medium slot is prepared for each medium category, taking equipment as an example. That is, in the first embodiment, one medium can be set for each medium category. In contrast to this, in the second embodiment, multiple medium slots are prepared for at least one of the medium categories. Below, a configuration in which multiple character slots are provided for the category of characters that can be used as avatars will be described. One character can be set in each character slot. That is, multiple characters that participate in an event form a party. As an example, the upper limit number of characters that can belong to one party is two. Not limited to this, the upper limit number of characters that can belong to one party may be three or more.
[0121] In the server 200, one or both of the memory 220 and the storage 230 serve as the storage unit 205 and store various information in association with a user ID. A plurality of character IDs are associated with the user ID as information capable of identifying characters to be involved in an event. These character IDs are information capable of identifying characters belonging to a party (hereinafter referred to as party information).
[0122] One or more character IDs are associated with the user ID as information that can identify characters owned by user 11. User 11 can own multiple characters that can be used as avatars. Each character ID is associated with information that can identify the character's type, rarity, training points, level, current ability value, and final ability value (hereinafter referred to as character information). As an example, a character's ability value includes HP, attack power, defense power, and magic power. The information that can identify the character's type, rarity, training points, level, current ability value, and final ability value can be expressed as a numerical value associated with the character ID. The information that can identify the character's type, rarity, training points, level, current ability value, and final ability value is an example of a parameter.
[0123] As an example, in the preparation part, the user 11 can create a party to participate in the event by setting characters in each character frame. That is, the user 11 can set multiple characters as avatars. The characters can be strengthened by participating in the event, similar to the equipment in the first embodiment. That is, the characters may be objects to be trained in the game. The process of training the characters may be a process in which the equipment is replaced with a character (avatar) in the training process of step S211 in the first embodiment. That is, the processor 210 of the server 200 may add training points of the character, and when the training points after the addition reach a specified value, the processor 210 may level up the character when the character levels up. That is, the processor 210 may update the parameters of the character when the character levels up. That is, the information that can identify the HP, attack power, defense power, and magic power of the character is updated with the level up. The increase amount of each ability value for each level up may differ depending on the type of character.
[0124] As shown in Figs. 15 and 16, in addition to or instead of the equipment change screen 50 in the preparation part, a character change screen 90 is prepared. The character change screen 90 is a screen for changing a character to be associated with a party. Figs. 15 and 16 show an example in which a first slot and a second slot are prepared as character slots. On the character change screen 90, information (hereinafter referred to as recommended information) indicating a character (hereinafter referred to as recommended character) recommended for use as an avatar by the user 11 based on a predetermined condition may be presented to the user 11. The recommended character is an example of a recommended medium.
[0125] As an example, when the home screen 40 is displayed, the processor 110 of the terminal 100 accepts a tap operation on the character change button 44 as a screen switching operation to the character change screen 90. When the processor 110 of the terminal 100 accepts the screen switching operation to the character change screen 90, it transmits a character information request to the server 200. The character information request may include a user ID. The character information request may include information instructing the transmission of party information associated with the user ID. The character information request may include information instructing the transmission of character information associated with the user ID as information capable of identifying a character owned by the user 11.
[0126] The processor 210 of the server 200 receives the character information request via the communication interface 240. The processor 210 of the server 200 transmits the party information and the character information to the terminal 100 via the communication interface 240. As an example, the processor 210 reads, from the storage 230, the party information and the character information associated with the user ID indicated in the character information request. The processor 210 transmits the read party information and the character information. The party information is information that instructs the presentation of characters belonging to the party. The character information may include information necessary for presenting recommended characters on the terminal 100.
[0127] Processor 110 of terminal 100 receives party information and character information via communication interface 140. Processor 110 of terminal 100 displays an object indicating a character belonging to a party on monitor 181 on character change screen 90. That is, processor 110 presents the characters belonging to the party. Processor 110 of terminal 100 displays an object indicating character information on monitor 181 on character change screen 90. That is, processor 110 presents characters owned by user 11. When a predetermined condition is met on character change screen 90, processor 110 displays an object indicating recommended information on monitor 181. That is, processor 110 presents recommended characters to user 11.
[0128] As shown in FIG. 15, the character change screen 90 is displayed on the monitor 181 of the terminal 100 in the preparation part. The character change screen 90 may include various UI objects. As an example, the character change screen 90 may include, as UI objects, a plurality of character icons 91, a recommended formation button 94, and a home button 95. The processor 110 of the terminal 100 may accept a tap operation on the home button 95 as a screen switching operation to the home screen 40. As an example, the processor 110 of the terminal 100 may accept a tap operation on the character change button 44 on the home screen 40 as a screen switching operation to the character change screen 90.
[0129] Each character icon 91 may include a picture of the character as information that can identify the type of character. Each character icon 91 may include a level display portion 97 that indicates the level of the character. As an example, the level of the character may be displayed as an Arabic numeral. Each character icon 91 may include a rarity display portion 98 that indicates the rarity. As an example, the rarity of the character may be displayed as an Arabic numeral.
[0130] As an example, processor 110 of terminal 100 displays multiple character icons 91 on monitor 181 as objects indicating characters belonging to the party, based on party information received from server 200. Processor 110 displays character icon 91 to indicate the character set in the first frame. Processor 110 displays character icon 91 to indicate the character set in the second frame. That is, the characters belonging to the party are presented to user 11. In the following description, character icon 91 indicating the character set in the first frame is referred to as belonging character icon 91A. Character icon 91 indicating the character set in the second frame is referred to as belonging character icon 91B.
[0131] Based on the character information received from the server 200, the processor 110 of the terminal 100 displays a plurality of character icons 91 on the monitor 181 as objects indicating characters owned by the user 11. That is, the characters owned by the user 11 are presented to the user 11. In the following description, the character icon 91 indicating a character owned by the user 11 is referred to as an owned character icon 91C.
[0132] As an example, processor 110 of terminal 100 accepts as a character change operation a drag operation in which the user continuously traces from one of owned character icons 91C to one of affiliated character icons 91A, 91B on character change screen 90. This type of character change operation is an operation instructing to change the characters belonging to the party by swapping the character shown in affiliated character icon 91A, 91B at the end point of the drag operation with the character shown in owned character icon 91C at the start point of the drag operation.
[0133] As an example, the processor 110 of the terminal 100 accepts a tap operation on the recommended formation button 94 as an operation (hereinafter referred to as a character recommendation operation) instructing the presentation of characters (hereinafter referred to as recommended characters) recommended for use by the user 11. As an example, the character recommendation operation is an operation instructing the presentation of characters recommended for belonging to a party.
[0134] As shown in FIG. 16 , when the processor 110 of the terminal 100 accepts a character recommendation operation, it displays a character recommendation screen 90A on the monitor 188 as a screen for recommending a character to the user 11. The character recommendation screen 90A is displayed on the monitor 181 of the terminal 100 in the preparation part. The character recommendation screen 90A may include various UI objects. As an example, the character recommendation screen 90A may include, as UI objects, a plurality of character icons 91, a home button 95, and a formation decision button 99. The processor 110 of the terminal 100 may accept a tap operation on the home button 95 as a screen switching operation to the home screen 40.
[0135] The multiple character slots are provided as an example of multiple medium slots with different conditions for recommending use. As an example, the multiple character slots include a development slot and a strategy slot. A first category of recommended media may be presented in the development slot. A second category of recommended media may be presented in the strategy slot. As an example, the recommended media is a recommended character. As an example, in a scene where the character recommendation screen 90A is displayed, the first slot is treated as a development slot and the second slot is treated as a strategy slot.
[0136] The first category of recommended characters are several characters owned by the user 11, in order of the largest development potential value that can be calculated as the difference between the current evaluation ability value and the final evaluation ability value that can be reached when the character reaches the maximum level. The development potential value indicates the room for increasing the evaluation ability value of the character. As an example, the evaluation ability value may be the sum of attack power and defense power. The evaluation ability value is an example of an evaluation value. Attack power and defense power are examples of reference parameters. Without being limited thereto, the reference parameter may be any one of HP, attack power, and defense power, or may be the sum of any two or more of them. The reference parameter may be a parameter different from the ability value.
[0137] Processor 110 calculates the development potential value for each character owned by user 11 based on the character information received from server 200. Processor 110 rearranges the characters based on the development potential value. Processor 110 provisionally sets the character with the highest development potential value in the development frame of the character frame. Processor 110 displays affiliated character icon 91A on monitor 181 as an object indicating the character provisionally set in the development frame. Processor 110 displays a predetermined number of character icons 91 on monitor 181 as objects indicating a predetermined number of characters in descending order of development potential value, excluding the character with the highest development potential value. As an example, the predetermined number is 3. In the following description, character icon 91 indicating a recommended character in the first category is referred to as recommended character icon 91D.
[0138] The recommended characters in the second category are several characters owned by user 11 in descending order of their current evaluation ability values. Processor 110 rearranges the characters based on the current evaluation ability values. Processor 110 provisionally sets the character with the largest current evaluation ability value in the attack frame of the character frame. Processor 110 displays an affiliated character icon 91B on monitor 181 as an object indicating the character provisionally set in the attack frame. Processor 110 displays a predetermined number of character icons 91 on monitor 181 as objects indicating a predetermined number of characters in descending order of their evaluation ability values, excluding the character with the largest current evaluation ability value. As an example, the predetermined number is 3. In the following description, the character icon 91 indicating the recommended character in the second category is indicated as a recommended character icon 91E. In this manner, processor 110 of terminal 100 causes monitor 181 to present recommended characters according to the current ability value indicated in the received character information.
[0139] Processor 110 of terminal 100 accepts a tap operation on formation decision button 99 as a character change operation. The character change operation in this scene is an operation to instruct the character in the first slot to be changed to the character provisionally set in the development slot. Similarly, the character change operation is an operation to instruct the character in the second slot to be changed to the character provisionally set in the capture slot. When processor 110 of terminal 100 accepts a character change operation on character recommendation screen 90A, it displays character change screen 90 on monitor 188.
[0140] When processor 110 accepts a character change operation on character change screen 90 or character recommendation screen 90A, it transmits a character change request to server 200 via communication interface 140. The character change request may include information capable of identifying a user ID, a character ID, and a character slot. The character change request may include information capable of identifying a type of character. The character change request may include information capable of identifying addition, replacement, or deletion as a change mode of the character to the character slot.
[0141] Processor 210 of server 200 receives a character change request via communication interface 240. Processor 210 updates the party information data based on the content instructed in the character change request. As an example, processor 210 changes or deletes the character ID associated with the user ID so as to match the content indicated in the character change request. As an example, when processor 210 is instructed to delete a character, processor 210 erases the character ID indicating that character. In other words, processor 210 deletes the character from the party. When processor 210 is instructed to add or change a character, processor 210 adds or overwrites the character ID indicating that character. In other words, processor 210 newly assigns the character to the party.
[0142] As described above, in the game, a first medium and a second medium are available. As an example, the first medium is a medium set in the first slot or the development slot, and the second medium is a medium set in the second slot or the capture slot. The game program causes the processor 110 to recommend, as the second medium, a medium to be the target of an operation related to playing the game, with the medium being given a higher priority in descending order of the current parameters of the medium. The game program causes the processor 110 to recommend, as the first medium, a medium to be the target of an operation related to playing the game, according to the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation.
[0143] The effects of the present disclosure will be described. (2-1) As the second medium, the medium to be operated is recommended in order of priority based on the medium's current parameters. In other words, in the second slot, a medium that is advantageous for achieving the event is recommended. On the other hand, as the first medium, a medium to be operated is recommended based on the relationship between the medium's current parameters and the parameters that the medium can reach in a specific situation. This makes it easier to select a medium from multiple perspectives, such as achieving the event and developing the medium.
[0144] (2-2) As the first medium, the medium to be operated is recommended in order of the difference (for example, the growth potential value) between the current parameters of the medium and the parameters that the medium can reach in a specific situation. Therefore, the user 11 can easily select a medium with a large growth potential.
[0145] Third embodiment A third embodiment will be described. In the above embodiment, the number of training points that can be acquired through an event is the same regardless of the type of event and the type of medium used. In the third embodiment, the number of training points that can be acquired may vary depending on the type of event and the type of medium used.
[0146] 17, in the server 200, one or both of the memory 220 and the storage 230 serve as the storage unit 205 and store various information in association with an event ID. The event ID is associated with the number of development points that are acquired when the event is achieved and the number of development points that are acquired when the event is not achieved. Furthermore, the event ID is associated with a correction value of the development points that can be acquired through the event for each type of medium.
[0147] As an example, the correction value may be a multiplication factor of the training points. For example, in an event to defeat "Monster L", the correction value for both the long sword and the dual swords is "x 1.0". In this case, the training points that can be acquired are the same whether the avatar participates in the event equipped with the long sword or the dual swords. For example, in an event to defeat "Monster O", the correction value for the long sword is "x 1.0", while the correction value for the dual swords is "x 1.2". In this case, the training points that can be acquired are greater when the avatar participates in the event equipped with the dual swords than when the avatar participates in the event equipped with the long sword.
[0148] In the training process in step S211 of the process for executing an event, the processor 210 of the server 200 acquires a correction value for each piece of equipment based on the equipment ID associated with the avatar. The processor 210 corrects each training point based on the acquired correction value. The processor 210 adds each corrected training point to the training point associated with each equipment ID of the avatar to update it.
[0149] In the third embodiment, it is preferable that the medium used in the event can be changed between when the type of event is determined and when the event is started. For example, when processor 110 of terminal 100 accepts a predetermined operation, it is preferable that the equipment can be changed by executing steps S102 to S106 and steps S112 to S123. In this case, the predetermined operation can include an operation of indicating the type of event. Thereafter, when processor 110 of terminal 100 accepts the predetermined operation, it is preferable that the event can be executed by executing steps S201 to S215. The predetermined operation can be a screen switching operation to event screen 60.
[0150] Then, the recommended medium in the third category may be presented. As an example, the processor 110 of the terminal 100 may cause the recommended equipment in the third category to be presented (step S116). In this case, the processor 110 may omit the presentation of some or all of the recommended medium in the other categories (recommended equipment as an example). As an example, the recommended equipment in the third category is a predetermined number of pieces of equipment in the same category owned by the user 11, in order of the most advantageous correction value of the development points for the user 11 in the determined event. As an example, the predetermined number is three. The processor 110 rearranges the equipment based on the correction value. The processor 110 displays the equipment icons 51 on the monitor 181 as objects representing the equipment for the predetermined number of pieces of equipment in order of the largest correction value. In other words, the processor 110 causes the monitor 181 to recommend the equipment in order of the largest amount of change according to the type of event, with the highest priority. In this way, the parameters of the medium are variable so that the amount of change corresponds to the type of game in which the medium is used. The game program causes processor 110 to recommend media to be the target of operations related to game play, with priority being given to media with the greatest amount of variation according to the type of game (for example, the type of event).
[0151] The effects of the present disclosure will be described. (3-1) The amount of change in the parameters of a medium may vary depending on the type of game in which the medium is used. The medium to be the subject of operations related to game play is recommended in order of priority according to the amount of change according to the type of game. Thus, the user 11 can easily select a medium for efficient development depending on the type of event in which the user wishes to participate.
[0152] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. When varying the parameters of the medium, the gameplay content that can affect the amount of variation is not limited to whether or not an event was achieved. For example, the play content may be the number of times consecutive attacks were successful on enemy characters in an event, the number of enemy characters defeated, or the number of times an ally character was supported. Even in this modification, the parameters of the medium can be varied to an amount that varies according to the play content (including the play result) of the game in which the medium is used. This can increase the motivation of user 11 to improve the play content.
[0153] The difficulty of completing an event is not limited to being the same regardless of the type of medium used for the event, and may vary depending on the type of medium. For example, the difficulty of completing an event can be changed by changing the correction value of the monster's ability value for each piece of equipment, or by changing the correction value of the number of monsters that appear to be defeated. As an example, a correction value of the monster's HP is associated with each type of equipment to the event ID. For example, a correction value of "x1.0" is associated with a long sword, and a correction value of "x0.8" is associated with a "dual sword". According to this example, when an avatar is equipped with dual swords, the difficulty of completing the event decreases by the amount that the monster's HP is lower compared to when the avatar is equipped with a long sword.
[0154] Then, the recommended medium in the fourth category may be presented. As an example, in step S116, the processor 110 may cause the processor 110 to present the recommended equipment in the fourth category. In this case, the processor 110 may omit presenting some or all of the recommended medium in the other categories (recommended equipment, as an example). The recommended equipment in the fourth category is a predetermined number of pieces of equipment in the order of the most advantageous correction value for the user 11 among the pieces of equipment in the same category owned by the user 11. As an example, the predetermined number is three. The processor 110 rearranges the pieces of equipment based on the correction value. The processor 110 displays the equipment icons 51 on the monitor 181 as objects representing the pieces of equipment for the predetermined number of pieces of equipment in the order of the most advantageous correction value. In other words, the processor 110 causes the monitor 181 to recommend the equipment in the order of the lowest difficulty level of achieving the event, with the priority being higher. In this way, the parameters of the medium are variable so that the amount of variation corresponds to the type of game (type of event, as an example) in which the medium is used. The game program causes the processor 110 to recommend media to be the target of operations related to game play, in order of priority according to the type of game, in order of advantage for game play. This makes it easier for the user 11 to select a medium that makes it easier to achieve an event.
[0155] The recommended medium in the fifth category may be presented. As an example, in step S116, the processor 110 may present the recommended equipment in the fifth category. In this case, the processor 110 may omit presenting some or all of the recommended media (as an example, the recommended equipment) in other categories. The recommended equipment in the fifth category is a predetermined number of pieces of equipment in the same category owned by the user 11, in order of decreasing development potential value. As an example, the predetermined number is three. The processor 110 calculates the development potential value for each piece of equipment classified into the same category. The processor 110 rearranges the pieces of equipment based on the calculated development potential value. The processor 110 displays the equipment icons 51 on the monitor 181 as objects representing the pieces of equipment for the predetermined number of pieces of equipment in order of decreasing development potential value. In this modified example, it is preferable to adopt the level of the medium as the evaluation value. In this way, when there are multiple media of the same type, the game program causes the processor 110 to recommend media of the same type as the target of operations related to game play, by prioritizing the media with the smallest difference (increase) from the current parameters of the media to the parameters that the media can reach in a specific situation. This allows the user 11 to preferentially select the media with the smallest parameter difference (for example, the training possible value). In particular, by adopting the level as the reference parameter, the user can be made aware of the completion of training of the media with priority.
[0156] The recommended medium in the sixth category may be presented. As an example, in step S116, the processor 110 may present the recommended equipment in the sixth category. In this case, the processor 110 may omit presenting some or all of the recommended media in other categories (for example, the recommended equipment). The recommended equipment in the sixth category is a predetermined number of pieces of equipment in the order of the largest maximum performance value among the equipment of the same category owned by the user 11. As an example, the predetermined number is three. The processor 110 sorts the equipment based on the final performance value. The processor 110 displays the equipment icons 51 on the monitor 181 as objects representing the equipment for the predetermined number of pieces of equipment in the order of the largest final performance value. In this modification, it is preferable to adopt the level of the medium as the evaluation value. In this way, when there are a plurality of media with different parameters that can be reached in a specific situation, the game program causes the processor to recommend the medium to be the target of an operation related to playing the game in the order of the largest parameter that can be reached in the specific situation. According to this, when there are a plurality of media with different parameters that can be reached in a specific situation, the media to be operated are recommended in order of priority according to the parameters that the media can reach in the specific situation. Therefore, the user 11 can easily know which medium to use to increase the parameters.
[0157] The recommended medium in the seventh category may be presented. As an example, in step S116, the processor 110 may cause the processor 110 to present the recommended equipment in the seventh category. In this case, the processor 110 may omit presenting some or all of the recommended media (recommended equipment, for example) in other categories. The recommended equipment in the seventh category is a predetermined number of pieces of equipment in the order of the most advantageous correction value of the development points for the user 11 when a specific play content is achieved, among the equipment of the same category owned by the user 11. The correction value is classified into each play content, and a correction value of the development points that can be acquired through an event is associated with each piece of equipment. As an example, the predetermined number is 3. The processor 110 rearranges the equipment based on the correction value. The processor 110 displays the equipment icons 51 on the monitor 181 as objects representing the equipment for a predetermined number of pieces of equipment in the order of the largest correction value. In other words, the processor 110 causes the monitor 181 to recommend the equipment in the order of the largest amount of change according to the play content, with the highest priority. The processor 110 may switch the play content and recommend equipment in response to an instruction operation by the user 11. Thus, the user 11 can easily understand which medium can be used to increase parameters according to the play that the user is good at.
[0158] Among the media owned by the user 11, media whose training potential value has reached 0 may be excluded from being presented as recommended media. As an example, in step S116, the processor 110 may exclude, among the equipment of the same category owned by the user 11, equipment whose training potential value has reached 0 from being presented as recommended equipment for each division. In this manner, the game program causes the processor 110 to exclude media that have reached parameters that can be reached in a specific situation from the media to be recommended as media to be the target of operations related to game play. According to this, when selecting a medium for training, media that have been completed in training are excluded from the recommended targets, so that the recommended media can be presented in an easy-to-understand manner.
[0159] The specific situation is not limited to a situation in which the level of equipment has reached the maximum level, but may be a situation in which the level has reached a predetermined level that is set to a range from the initial level to the maximum level. Furthermore, when the specific situation is a situation in which a specific level has been reached, the specific level may be changeable in response to an operation by user 11. In this manner, the game program causes processor 110 to receive recommended conditions for a medium from the user. The specific situation is a situation in which the recommended conditions are satisfied. In this manner, user 11 can receive recommended media after setting preferred recommended conditions. This makes it easier to select a medium in accordance with user 11's training guidelines.
[0160] The evaluation value is not limited to a performance value of an equipment item or an ability value of a character. As an example, the evaluation value may be a value calculated based on a plurality of parameters for a certain medium. For example, the processor 110 may perform a calculation based on the relational expression "P=ax+by" where the first parameter of the medium is x, the second parameter is y, the predetermined coefficients are a and b, and the evaluation value is P. In this case, the coefficients a and b may be changeable in response to a change operation by the user 11. The parameters on which the evaluation value is calculated are not limited to two, and may be three or more. In this way, the medium can be recommended in accordance with the parameters that the user 11 values.
[0161] The reference parameters of the medium are not limited to the ability values of the character and the performance values of the equipment. The reference parameters may be the type or quantity of information associated with the medium. For example, the reference parameters may be the type, number, and proficiency of the skills or magic associated with the character.
[0162] The reference parameter may be one or more selected from the parameters of the medium in response to a selection operation by the user 11. For example, the processor 110 may generate an evaluation value using a parameter selected by the user 11 from among the character's HP, defense power, attack power, and magic power as the reference parameter, and present recommended characters for each category.
[0163] Among multiple media slots, the development of a medium set in a specific media slot may be given preferential treatment compared to media set in other media slots. As an example, even if the same event is achieved, the development points given to the equipment set in the development slot may be greater than the development points given to the equipment set in the other equipment slots. As an example, the other equipment slot may be a strategy slot. Not limited to this, even if the same event is achieved, the development points given to the equipment set in the development slot may be less than the development points given to the equipment set in the other equipment slots. As an example, the other equipment slot may be a strategy slot.
[0164] When processor 110 receives an operation to instruct presentation of recommended media, the game program causes processor 110 to display an object indicating the recommended media on monitor 181 based on various information received from server 200. Without being limited thereto, when processor 110 receives an operation to instruct setting of recommended media, the game program may cause processor 110 to set the currently recommended media in the media frame based on various information received from server 200.
[0165] The parameters of the medium are not limited to being changed through events. For example, the parameters of the medium may be changed by consuming items, virtual currency, or points that can be acquired in the game. The parameters of the medium may be changed by consuming the same type of medium or a different type of medium. In this modified example, the change in the parameters may be an increase in the parameters. Even in this configuration, the parameters of the medium may be changed in response to the play of the game.
[0166] The parameters of the medium may decrease through the event. For example, if an event is not completed, the training points may be decreased as a penalty. In other words, the parameters of the medium may change according to the game play, and may either increase or decrease.
[0167] The presentation of the recommended media is not limited to displaying only the recommended media among the media owned by the user 11. For example, the recommended media and media other than the recommended media may be displayed on the monitor 181. In this case, it is preferable to add recommendation information to an object indicating the recommended media. In this case, the recommendation information may be the character string "recommended," a frame surrounding the object, or a specific color tone.
[0168] The medium that the user 11 can use is not limited to equipment or characters. The medium in each embodiment and each modified example may apply to equipment, characters, or other things. The medium may be consumables in the game, such as items, virtual currency, and points. For example, the medium may be a skill or magic that can be attached to and detached from a character or equipment. In this case, the skill or magic may be strengthened through events.
[0169] Restrictions may be placed on the media that User 11 can use. For example, when creating a party to be used in an event, the total cost set for each character may not exceed the upper limit cost. For example, equipment may be set to a level at which it can be equipped, so that characters who have not reached that level cannot equip it.
[0170] The event is not limited to a battle with an NPC (non-player character). The event may involve a battle between avatars of the users 11. In this case, the event may be a one-on-one battle, a one-on-many battle, or a many-on-many battle. In an event, multiple avatars who are allies may form one or more groups.
[0171] The information processing system 10 is not limited to being embodied as a game system, and may be embodied as a learning support system. The medium in the learning support system may be information indicating a learning range, and the parameter may be a proficiency level in each learning range. The learning support system may provide a learning event for the user 11 to learn, and may vary the proficiency level according to the rate of correct answers in the event.
[0172] The above-described processes and steps are merely examples, and are not intended to be limiting. The processes and steps may be changed as desired without departing from the scope of the embodiments and modifications.
[0173] One or more modules or functions of the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
[0174] One or more modules or functions of the terminal 100 and the server 200 may be realized by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the functions of the present disclosure. The storage may be realized as a non-volatile storage device, as already explained.
[0175] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0176] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or each can be understood as a separate program. The server 200 may perform all processing, and the processing results may be displayed as an image on the monitor 181 of the terminal 100. Equipment information may be managed on the terminal side, and the processor 110 of the terminal 100 may calculate and display the information.
[0177] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, or may be executed by the processor 110 of the terminal 100.
[0178] An arbitrary specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and a process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be composed of one or more terminals 100 and one or more servers 200. Various means and functions that can be realized by the processor 210 of the server 200 may be realized in whole by the processor 110 of the terminal 100, or an arbitrary part may be realized by the processor 210 of the server 200 and the remaining part may be realized by the processor 110 of the terminal 100.
[0179] Various means and functions that can be realized by the game control unit 201 are not limited to being configured by one processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. Various means that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by one processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various means may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, the computer may be configured by one or more terminals 100, may be configured by one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.
[0180] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.
[0181] This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation. (Appendix 1) A program that causes a processor (110, 210) to vary parameters of a medium in response to game play, and to recommend a medium to be the subject of an operation related to game play in response to the relationship between the current parameters of the medium and parameters that the medium can reach in a particular situation.
[0182] (Appendix 2) The program according to appendix 1, which causes the processor (110, 210) to accept recommended conditions for a medium from a user, and the specific situation is a situation in which the recommended conditions are satisfied.
[0183] (Appendix 3) A program as described in Appendix 1, in which the parameters of the medium are variable so as to increase in response to game play, and the processor (110, 210) is caused to recommend media to be the subject of operations related to game play depending on the difference between the current parameters of the medium and the parameters that the medium can reach in a particular situation.
[0184] (Appendix 4) The program described in Appendix 3, in which when the processor (110, 210) has multiple media with different differences, the processor (110, 210) assigns higher priority to media with larger differences and recommends a medium to be the subject of operations related to game play.
[0185] (Appendix 5) The program described in Appendix 3, in which, when the processor (110, 210) has a plurality of media with different parameters that can be reached in a specific situation, the processor (110, 210) assigns higher priority to the medium with the greatest parameters that can be reached in the specific situation, and recommends the medium to be the subject of operations related to game play.
[0186] (Appendix 6) The program described in Appendix 1, in which the parameters of the medium are variable so that the amount of variation corresponds to the type of game in which the medium is used, and the program causes the processor (110, 210) to recommend media to be the subject of operations related to game play, giving priority to media with the greatest amount of variation corresponding to the type of game.
[0187] (Appendix 7) The program described in Appendix 1, in which the parameters of the medium are variable so that the amount of variation corresponds to the type of game in which the medium is used, and the program causes the processor (110, 210) to recommend media to be the subject of operations related to game play, in order of increasing priority according to the type of game, in order of increasing advantage to game play.
[0188] (Appendix 8) The program described in Appendix 1, in which a first medium and a second medium are available for use in a game, and the processor (110, 210) is caused to recommend, as the second medium, a medium to be the subject of operations related to game play in order of increasing priority of the medium's current parameters, and is caused to recommend, as the first medium, a medium to be the subject of operations related to game play in accordance with the relationship between the medium's current parameters and parameters that the medium can reach in a specific situation.
[0189] (Appendix 9) A program as described in Appendix 1, which, when there are multiple media of the same type in the processor (110, 210), recommends a medium to be the subject of operations related to game play by giving priority to the medium with the smallest difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation.
[0190] (Appendix 10) A program as described in Appendix 1, which causes the processor (110, 210) to exclude media that have reached parameters that can be reached in a particular situation from media to be recommended as targets for operations related to game play.
[0191] (Appendix 11) An information processing system (10) comprising an information processing device (100, 200), the information processing device comprising a processor (110, 210), the processor varying parameters of a medium in response to game play, and the processor recommending a medium to be the subject of an operation related to game play in response to a relationship between the current parameters of the medium and parameters that the medium can reach in a specific situation.
[0192] (Appendix 12) An information processing method in which a processor (110, 210) varies parameters of a medium in response to game play, and recommends a medium to be the subject of an operation related to game play in response to the relationship between the current parameters of the medium and parameters that the medium can reach in a particular situation.
[0193] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the technical spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which the claims are entitled. [Explanation of symbols]
[0194] 10...Information processing system 11...User 20...Network 40...Home screen 41...Avatar window 42...Event start button 43...Equipment change button 44...Character change button 45...Home button 50...Equipment change screen 51...Equipment icon 51A...Equipment icon 51B...Equipment icon 51C...1st recommended equipment icon 51C...Recommended equipment icon 51D...2nd recommended equipment icon 51D...Recommended equipment icon 52...Weapon icon 53...Head armor icon 54...Body armor icon 55...Foot armor icon 55A...Home button 56...Accessory icon 57...Level display section 58...Rarity display section 59...Remove button 60...Event screen 61...Battle window 62...History window 63...Attack button 64...Magic button 65...Skill button 70...Result screen 71...Character string 72...Character string 80...Avatar 81...Long sword 81a...First long sword 81b...Second long sword 81c...Third long sword 82...Leather armor 83...Dual swords 85...Monster 86...Gauge 90...Character change screen 90A...Character recommendation screen 91...Character icon 91A...Associated character icon 91B...Associated character icon 91C...Owned character icon 91D...Recommended character icon 91E...Recommended character icon 94...Recommended formation button 95...Home button 97...Level display section 98...Rarity display section 99...Formation decision button 100...Terminal 101...Game control section 104...Display control section 105...Memory section 106...Communication section 107...Input / output section 110...Processor 120...Memory 130...Storage 140...Communication interface 150...Input / output interface 160...Microphone 170...Speaker 180...touch screen 181...monitor 182...touch sensor 188...monitor 190...communication bus 200...server 201...game control unit 205...storage unit 206...communication unit 207...input / output unit 210...processor 220...memory 230...storage 240...communication interface 250...input / output interface 290...communication bus 300...input device
Claims
1. The processor varies parameters of the medium in response to game play; A program that causes the processor to recommend media for game play related operations according to a relationship between current parameters of the media and parameters that the media can attain in a particular situation.
2. having the processor accept recommended conditions for the media from the user; The program according to claim 1 , wherein the specific situation is a situation in which the recommendation condition is satisfied.
3. the parameters of the medium are variable so as to increase in response to playing the game; 2. The program of claim 1, further comprising: causing the processor to recommend media for an action related to game play depending on a difference between the current parameters of the media and parameters that the media could achieve in a particular situation.
4. 4. The program according to claim 3, wherein when there are a plurality of media having different differences, the processor recommends a medium to be the subject of an operation related to game play by giving the medium a higher priority in descending order of the difference.
5. The program of claim 3, wherein when the processor has a plurality of media with different parameters that can be reached in a specific situation, the processor recommends a medium to be the subject of operations related to game play by giving priority to the medium having the largest parameter that can be reached in the specific situation.
6. the parameters of the medium are variable, the amount of variation being dependent on the type of game in which the medium is used; 2. The program according to claim 1, further comprising causing the processor to recommend media to be the subject of operations related to game play in order of increasing priority according to the amount of variation in accordance with the type of game.
7. the parameters of the medium are variable, the amount of variation being dependent on the type of game in which the medium is used; 2. The program according to claim 1, further comprising causing the processor to recommend media to be subjected to operations related to game play in order of priority according to the type of game, in order of advantageousness for game play.
8. In the game, a first medium and a second medium are available; The program of claim 1, further comprising: causing a processor to recommend, as the second medium, a medium to be the subject of operations related to game play in order of priority to the medium having the largest current parameters; and causing a processor to recommend, as the first medium, a medium to be the subject of operations related to game play in accordance with a relationship between the current parameters of the medium and parameters that the medium can reach in a particular situation.
9. The program of claim 1, wherein when the processor has multiple media of the same type, the processor recommends a medium to be the subject of operations related to game play by giving priority to the medium with the smallest difference between the current parameters of the medium and the parameters that the medium can reach in a particular situation.
10. 2. The program of claim 1, further comprising causing the processor to exclude media that have reached parameters that can be reached in a particular situation from media that are recommended as targets for operations related to game play.
11. An information processing device is provided, the information processing device includes a processor, The processor varies the parameters of the medium in response to game play, An information processing system, wherein the processor recommends media for manipulation related to game play depending on a relationship between the current parameters of the media and parameters that the media can attain in a particular situation.
12. The processor varies parameters of the medium in response to game play; An information processing method that causes a processor to recommend media for an operation related to game play depending on a relationship between current parameters of the media and parameters that the media can attain in a particular situation.
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