Information processing device, information processing method, program, and information processing system

By converting the game material with the first attribute to the game material with the second attribute, the problem of upper limit of material use in traditional systems is solved, and the adjustment of material distribution and the enhancement of game media is achieved.

JP2025017993APending Publication Date: 2025-02-06MIXI INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023121352
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

In traditional systems, when a user has a sufficient number of game media, the use of game media is limited and the gaming experience cannot be further enhanced.

Method used

By converting the game material of the first attribute to the game material of the second attribute, the material distribution owned by the user is adjusted to facilitate the enhancement of the game media.

Benefits of technology

The adjustment of user material distribution is achieved, the loss of opportunity for not being able to obtain more materials due to reaching the upper limit is achieved, and the enhancement effect of game media is enhanced.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025017993000001_ABST
    Figure 2025017993000001_ABST
Patent Text Reader

Abstract

To provide a technique which can adjust the allocation of materials usable for enhancing a game medium owned by a user.SOLUTION: An information processing device includes a control unit that, when the number of first materials usable for enhancing a game medium associated with a first attribute owned by a user reaches a prescribed value, converts the first material newly given to the user into a second material usable for enhancing a game medium associated with a second attribute different from the first attribute.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to an information processing device, an information processing method, a program, and an information processing system. [Background technology]

[0002] Conventionally, a system that executes a specific process for game media to be provided to a user is known. For example, Patent Document 1 describes a system that sells or synthesizes game media to be provided to a user when the number of game media owned by the user reaches a predetermined number. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-202405 A Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional systems, when a user owns a certain number of game contents, the means by which the user can utilize the game contents are limited.

[0005] The present invention provides a technique that allows adjustment of the allocation of materials that a user owns and that can be used to enhance game content. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes a control unit that, when a user's ownership of a first material that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, converts a new first material granted to the user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute. Effect of the Invention

[0007] According to the present invention, it is possible to adjust the distribution of materials owned by the user that can be used to strengthen the game content. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of an information processing system according to an embodiment. [Figure 2A] FIG. 2 illustrates an example of a hardware configuration of a server. [Figure 2B] FIG. 2 illustrates an example of a hardware configuration of a terminal device. [Diagram 3] FIG. 2 illustrates an example of a functional block configuration of a server. [Figure 4A] FIG. 11 illustrates an example of a user management table. [Figure 4B] FIG. 13 is a diagram showing an example of an owned game content management table. [Figure 4C] FIG. 13 is a diagram showing an example of an owned material management table. [Diagram 5] 13 is a flowchart showing an example of a material imparting process executed by a control unit of the server. [Figure 6] 13 is a flowchart showing an example of a game content strengthening process executed by a control unit of the server. [Figure 7] FIG. 13 is a diagram showing an example of a material selection screen. [Figure 8] FIG. 13 illustrates an example of a confirmation screen. [Figure 9] FIG. 13 is a diagram showing an example of a display screen of a material ownership status. [Figure 10] 13 is a flowchart showing another example of the material imparting process executed by the control unit of the server. [Figure 11] 13 is an example of a display screen displayed on a terminal device when a material is manually converted. [Figure 12] 13 is an example of a display screen displayed on the terminal device when a material is provided by logging in. [Figure 13] 13 is an example of a warning screen displayed when a material is provided. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, the embodiments will be described with reference to the drawings. In the drawings, the same or equivalent components are given the same reference numerals, and if the description of the same or equivalent components is repeated, it will be omitted as appropriate. Note that the embodiments described below do not limit the contents described in the claims. In addition, all of the configurations described in the embodiments are not necessarily essential components of the present disclosure. As long as the functions described in the present disclosure are exhibited, the configurations described in the embodiments may be omitted as appropriate.

[0010] <System configuration example> FIG. 1 is a diagram showing an example of a system configuration of an information processing system 1 according to an embodiment. The information processing system 1 shown in FIG. 1 includes a server 10 and a plurality of terminal devices 20. In FIG. 1, a first terminal device 20a, a second terminal device 20b, and a third terminal device 20c are illustrated as the plurality of terminal devices 20. However, the number of terminal devices 20 included in the information processing system 1 is not limited to three. The information processing system 1 may include any number of terminal devices 20, which is one or more. In this specification, when the first terminal device 20a, the second terminal device 20b, and the third terminal device 20c are not to be distinguished from each other, they are collectively referred to simply as "terminal devices 20".

[0011] The server 10 and each terminal device 20 are connected to each other so as to be able to communicate information with each other via a communication network N such as the Internet, an intranet, a wireless LAN (Local Area Network), or mobile communication.

[0012] The server 10 functions as an information processing device according to the present disclosure. The server 10 may be configured with one or more physical servers, may be configured using a virtual server that operates on a hypervisor, or may be configured using a cloud server.

[0013] The terminal device 20 is a terminal device used by a user who uses a service provided in the information processing system 1. The terminal device 20 is, for example, a mobile phone (including a smartphone), a tablet terminal, a PC (Personal Computer), etc. In this specification, a user who uses the first terminal device 20a is referred to as a first user, a user who uses the second terminal device 20b is referred to as a second user, and a user who uses the third terminal device 20c is referred to as a third user.

[0014] <Game Service Overview> The information processing system 1 according to this embodiment can provide a user with a game that can be played on a terminal device 20. In the information processing system 1 according to this embodiment, the server 10 provides the game to the terminal device 20 via a network N. The user of the terminal device 20 can progress through the game, for example, by using game media used in the game.

[0015] In this specification, a game includes a computer game executed in any manner. For example, a game is a game progressed by one or more users. Alternatively, a game may be a game in which users compete against each other, or a game in which groups made up of multiple users compete against each other. Furthermore, a game may be a game in which a user competes against a computer (e.g., an AI or a robot). The genre of a game is not particularly limited and may be any genre. Examples of game genres include fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, and simulation games.

[0016] The game provided in this embodiment is, for example, an electronic game in which a user progresses by sequentially operating one or more game media constituting a group through predetermined actions. A group is also called, for example, a deck. The game provided in this embodiment progresses by defeating enemies in the game using one or more game media (characters) constituting the group. The game provided in this embodiment is, for example, composed of a plurality of stages.

[0017] A game medium is a type of game object that can be used in a game, and includes characters, monsters, etc. Game media also include media that allows a user to change parameters of a character or the like in real time during game play, such as restoring the physical strength or increasing the attack power of a character or the like that the user is using in the game.

[0018] Each game medium is assigned an attribute that indicates the characteristics of the game medium. Each game medium may be assigned one attribute, or two or more attributes.

[0019] <Strengthening game media (characters)> In the game provided in this embodiment, a user can strengthen a character as game media owned by the user by satisfying certain conditions. Strengthening refers to changing the parameters of the game media. Strengthening may be a change in parameters to gain an advantage in the progress of the game, particularly by increasing the parameters. In this embodiment, as an example, strengthening refers to evolving the game media. That is, the game media has an evolutionary form divided into multiple stages, and the evolutionary state of the game media can be increased by strengthening. Specifically, in this embodiment, the evolutionary form is divided into three stages.

[0020] The condition for strengthening can be set appropriately. The condition for strengthening may include, for example, playing a game, clearing a stage in the game, consuming owned game media, and the like. However, the condition for strengthening is not limited to these. In this embodiment, the condition for strengthening is assumed to be consuming a predetermined amount of materials owned by the user.

[0021] Here, the material is a type of game medium that can be used to strengthen the character. The material is granted to the user when an appropriately determined condition is met. The material may include a plurality of types. In this embodiment, the material includes common materials and attribute-specific materials. The attribute-specific materials are further classified into a plurality of types. The common materials may also be further classified into a plurality of types. Details of the types of materials will be described later.

[0022] Materials are granted to a user, for example, when logging in to the game provided in this embodiment, clearing a special stage in the game, participating in a specific event held in the game, etc. The special stage in the game is, for example, a stage called a "quest." The conditions for granting materials are not limited to those shown here, and other appropriate conditions may be used. As an example, materials may be granted to a user by a lottery function that conducts a lottery in exchange for the consumption of a specific in-game element (for example, game media such as in-game currency or exchange items) or unconditionally. Such a lottery function is also called, for example, "gacha."

[0023] A maximum number of materials that can be owned may be set, in which case the user cannot own more than the maximum number of materials.

[0024] <Hardware configuration> 2A is a diagram showing an example of a hardware configuration of the server 10. The server 10 includes a processor 101, a storage device 102, a communication I / F (Interface) 103, and an input device 104.

[0025] The processor 101 is a central processing unit (CPU) or a graphical processing unit (GPU). The storage device 102 is a memory or a hard disk drive (HDD). The processor 101 executes a plurality of instruction sets stored in the storage device 102, thereby realizing various processes of the server 10 in this embodiment. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a universal serial bus (USB) memory or a compact disc read only memory (CD-ROM).

[0026] The communication I / F 103 is an interface for communicating with each terminal device 20. The input device 104 is a device that accepts an input operation. The input device 104 is, for example, a keyboard, a touch panel, a mouse, or a microphone.

[0027] 2B is a diagram showing an example of a hardware configuration of the terminal device 20. The terminal device 20 includes a processor 201, a storage device 202, a communication I / F 203, an input device 204, and an output device 215.

[0028] The functions and configurations of the processor 201, the storage device 202, and the input device 214 are similar to those of the above-mentioned processor 101, the storage device 102, and the input device 104, respectively. The communication I / F 213 is an interface for communicating with the server 10. The output device 205 is, for example, a display and / or a speaker.

[0029] <Function block configuration> 3 is a diagram showing an example of a functional block configuration of the server 10. The server 10 includes a control unit 110 and a storage unit 120. The storage unit 120 can be realized by using, for example, the storage device 102 included in the server 10.

[0030] The control unit 110 performs various controls related to the present embodiment. The control unit 110 includes a material control unit 111, a game media control unit 112, and a progress processing unit 113. The material control unit 111, the game media control unit 112, and the progress processing unit 113 can be realized by the processor 101 of the server 10 executing a program stored in the storage device 102. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a Universal Serial Bus (USB) memory or a Compact Disc Read only memory (CD-ROM).

[0031] The material control unit 111 controls the granting and consumption of materials. For example, when a user satisfies a predetermined condition, the material control unit 111 grants the user a type and / or quantity of materials according to the satisfied predetermined condition. The material control unit 111 also consumes materials owned by the user, for example, based on an operation input by the user. Specifically, when the server 10 receives operation information indicating the contents of an operation input by the user to the terminal device 20 via the communication I / F 103, the material control unit 111 consumes a predetermined material based on the operation information. The material control unit 111 can control the granting and consumption of materials by increasing or decreasing the quantity of materials owned by the user, which is stored in a material management table 123 described later.

[0032] When the number of materials owned by a user reaches a predetermined value and further materials are granted to the user, the material control unit 111 converts the type of the newly granted material into another type. Details of the material granting process by the material control unit 111 and the associated material type conversion process will be described later.

[0033] The game media control unit 112 controls information about the game media used by each user in the game. For example, the game media control unit 112 executes a process of strengthening the game media in response to a user's input. Specifically, when the server 10 receives operation information indicating the content of an operation input by the user to the terminal device 20 via the communication I / F 103, the game media control unit 112 strengthens the game media specified based on the operation information. The game media control unit 112 can strengthen the game media by changing (e.g., increasing) the parameters of the game media stored in an owned game media management table 122 described later.

[0034] The progress processing unit 113 progresses the game based on the user's operation. Specifically, when the server 10 receives operation information on the terminal device 20 by the user via the communication I / F 103, the progress processing unit 113 progresses the game based on the operation information. In addition, the progress processing unit 113 generates information on a game screen as the game progresses, and transmits the generated information on the game screen from the communication I / F 103 to the terminal device 20. The progress processing unit 113 updates a database (described later) stored in the storage unit 120 as the game progresses.

[0035] The storage unit 120 stores various information related to the present embodiment. The storage unit 120 includes, for example, a user management table 121, an owned game content management database (DB) 122a, and an owned material management database (DB) 123a, as shown in FIG.

[0036] The owned game media management DB 122a includes a plurality of owned game media management tables 122. Similarly, the owned material management DB 123a includes a plurality of owned material management tables 123. The owned game media management table 122 and the owned material management table 123 are created one by one for each user stored in the user management table 121. Thus, each of the owned game media management table 122 and the owned material management table 123 corresponds one-to-one to the users stored in the user management table 121.

[0037] Fig. 4A is a diagram showing an example of the user management table 121. The user management table 121 stores information about users who use the information processing system 1. For example, the user management table 121 stores information about all users who have registered to use a game provided by the information processing system 1. For example, as shown in Fig. 4A, the user management table 121 includes items such as a user ID, a user name, owned game media information, and owned material information.

[0038] The user ID is an identifier for uniquely identifying a user in the server 10. The user name is the name of the user. The user name is, for example, a real name or a nickname entered by the user at the time of registration. In the user management table 121, the user ID and user name are newly set, for example, when the user registers to use a game provided by the information processing system 1. As an example, when a user newly registers to use a game, the progress processing unit 113 assigns a new user ID to the user and stores the user name in association with the user ID.

[0039] The owned game media information is information that uniquely identifies the owned game media management table 122 corresponding to a user identified by a user ID. In the example shown in Fig. 4A, the owned game media information is indicated by an identifier that identifies the owned game media management table 122. For example, in the example of Fig. 4A, the owned game media information of a user named "UID001" is the owned game media management table 122 identified by the identifier "GMinfо_001."

[0040] The owned material information is information that uniquely identifies the owned material management table 123 corresponding to a user identified by a user ID. In the example shown in Fig. 4A, the owned material information is indicated by an identifier that identifies the owned material management table 123. For example, in the example of Fig. 4A, the owned game media information of a user named "UID001" is the owned material management table 123 identified by an identifier "Minfо_001".

[0041] The owned game media information and the owned material information may directly store information contained in the owned game media management table 122 and the owned material management table 123, respectively. In other words, the owned game media information and the owned material information may store information described with reference to Figures 4B and 4C, respectively, which will be described later. In this case, the storage unit 120 does not include the owned game media management DB 122a and the owned material management DB 123a.

[0042] Fig. 4B is a diagram showing an example of the owned game content management table 122. Specifically, Fig. 4B is a diagram showing an example of the owned game content management table 122 identified by the identifier "GMinfо_001" in the user management table 121 of Fig. 4A. In other words, Fig. 4B is the owned game content management table 122 for a user named "UID001."

[0043] The owned game media management table 122 stores information on game media owned by users associated with the table (hereinafter also referred to as "owned game media"). For example, a user can acquire a game medium when a predetermined condition is met in a game. The predetermined condition may be, for example, clearing a predetermined game. The predetermined condition may be, for example, a parameter related to the user, such as the user's level, exceeding a predetermined value. Alternatively, the system may be configured so that a user can acquire a game medium by, for example, consuming currency or points used in the game. For example, a user may be configured so that a game medium can be acquired by a lottery method, such as a so-called gacha.

[0044] As shown in FIG. 4B, the owned game content management table 122 includes fields for game content ID, game content name, image data, attributes, and strengthening status.

[0045] The game medium ID is, for example, an identifier for uniquely identifying a game medium (e.g., a character) in the server 10. The game medium name is the name of the game medium. The image data is data showing an image of the game medium. When a specific game is played, an image of the game medium based on, for example, the image data is displayed on the terminal device 20.

[0046] An attribute is one of the parameters that indicate the characteristics of a game medium, and indicates a unique property given to each game medium. Attributes are given to each game medium in advance. An attribute can be any suitable property. In this embodiment, attributes are divided into three types: a first attribute A1, a second attribute A2, and a third attribute A3.

[0047] The attribute may be, for example, a parameter indicating the rarity of each game medium. Alternatively, the attribute may be, for example, a specific type given to each game medium. In the game, compatibility may be determined for each type. For example, the compatibility may be a rock-paper-scissors relationship, such as the first attribute A1 being strong against the second attribute A2, the second attribute A2 being strong against the third attribute A3, and the third attribute A3 being strong against the first attribute A1. Note that the attributes are not necessarily limited to three categories, and may be appropriately classified. Also, the attributes may not necessarily be rarity or type, and may be anything that indicates an appropriate property. In this embodiment, the following description will be given assuming that the attributes are a specific type.

[0048] In the example shown in FIG. 4B, one attribute is associated with each game medium, but the number of attributes associated with each game medium is not limited to one. Two or more attributes may be associated with each game medium. In this embodiment, up to three attributes may be associated with each game medium.

[0049] The strengthening state is a state related to the strengthening of the game media. As described above, in this embodiment, the strengthening of the game media refers to raising the evolutionary form divided into three stages. Here, the three evolutionary forms are represented as S1, S2, and S3, in order from the lowest evolutionary state. The strengthening state is represented by the evolutionary form of each game media, for example, as shown in FIG. 4B. For example, in the example shown in FIG. 4B, the strengthening state of the game media having the game media IDs "GMID001" and "GMID004" is "S1". This indicates that these game media are in the lowest evolutionary form, that is, have not yet been strengthened (evolved). The strengthening state of the game media having the game media ID "GMID003" is "S2". This indicates that this game media is in the second highest evolutionary form, that is, has been strengthened (evolved) once. The strengthening state of the game media having the game media ID "GMID002" is "S3". This indicates that this game media is in the highest evolutionary form, that is, has been strengthened (evolved) twice. The reinforcement state is not limited to the example shown here, and may be displayed in an appropriate manner depending on the content of the reinforcement.

[0050] For example, when a new game medium is granted to a user, the game medium control unit 112 newly stores the game medium ID, game medium name, image data, and attributes in the owned game medium management table 122 associated with the user. This causes the state in which the user owns the game medium to be stored in the server 10. At this time, the game medium ID, game medium name, image data, and attribute information is written in the owned game medium management table 122 based on, for example, information in a database that stores overall information on the game media used in the game provided in this embodiment. In addition, for example, the initial state is written in the owned game media management table 122 for the strengthening state. The initial state is a state in which no strengthening has been performed, and in this embodiment, is the state indicated by "S1".

[0051] Fig. 4C is a diagram showing an example of owned material management table 123. Specifically, Fig. 4C is a diagram showing an example of owned material management table 123 identified by an identifier "Minfо_001" in user management table 121 of Fig. 4A. In other words, Fig. 4C is owned material management table 123 related to a user named "UID001."

[0052] The owned material management table 123 stores information on materials owned by users associated with the table (hereinafter, also referred to as "owned materials"). The quantity of materials stored in the owned material management table 123 is increased or decreased by the material control unit 111 when the materials are given to the users or consumed by the users.

[0053] In this embodiment, the materials include common materials and attribute-specific materials. The attribute-specific materials are materials that can be used to strengthen game media associated with a specific attribute, and cannot be used to strengthen game media that are not associated with the specific attribute. In other words, the attribute-specific materials are materials that can be used exclusively to strengthen game media associated with a specific attribute. Alternatively, the attribute-specific materials may be materials that can be used to strengthen game media that are associated only with a specific attribute.

[0054] In this embodiment, the attributes are divided into three, a first attribute A1, a second attribute A2, and a third attribute A3, and therefore there are attribute-specific materials corresponding to each attribute. Specifically, a material that can be used to strengthen a game medium associated with the first attribute A1 and cannot be used to strengthen a game medium not associated with the first attribute A1 is referred to as a "first attribute-specific material." Similarly, a material that can be used to strengthen a game medium associated with the second attribute A2 and cannot be used to strengthen a game medium not associated with the second attribute A2 is referred to as a "second attribute-specific material," and a material that can be used to strengthen a game medium associated with the third attribute A3 and cannot be used to strengthen a game medium not associated with the third attribute A3 is referred to as a "third attribute-specific material."

[0055] The common material is a material that can be used to strengthen both game media associated with a specific attribute and game media associated with an attribute different from the specific attribute. In other words, the common material is a material that can be used to strengthen game media associated with at least one of a plurality of predetermined attributes. In this embodiment, the plurality of predetermined attributes are the first attribute A1, the second attribute A2, and the third attribute A3. Therefore, in this embodiment, the common material is a material that can be used to strengthen game media associated with at least one of the first attribute A1, the second attribute A2, and the third attribute A3. Specifically, the common material in this embodiment can be used to enhance game media associated with only the first attribute A1, game media associated with only the second attribute A2, game media associated with only the third attribute A3, game media associated with the first attribute A1 and the second attribute A2, game media associated with the second attribute A2 and the third attribute A3, game media associated with the third attribute A3 and the first attribute A1, and game media associated with all of the first attribute A1, the second attribute A2, and the third attribute A3. In other words, in this embodiment, the common material is a material that can be used to enhance all game media.

[0056] However, the common material may not necessarily be usable for strengthening all game media. For example, the common material may be a material that can be used for strengthening game media associated with at least one attribute among a specific plurality of attributes, but cannot be used for strengthening game media associated with other specific attributes. For example, the common material may be a material that can be used for strengthening game media associated with at least one attribute among the first attribute A1 and the second attribute A2, but cannot be used for strengthening game media associated with the third attribute A3. Alternatively, the common material may be a material that can be used for strengthening game media associated with at least one attribute among the second attribute A2 and the third attribute A3, but cannot be used for strengthening game media associated with the first attribute A1. Similarly, the common material may be a material that can be used for strengthening game media associated with at least one attribute among the third attribute A3 and the first attribute A1, but cannot be used for strengthening game media associated with the second attribute A2. In such a case, a common material usable for strengthening a game medium associated with at least one of the first attribute A1 and the second attribute A2 may be classified as a first common material, a common material usable for strengthening a game medium associated with at least one of the second attribute A2 and the third attribute A3 may be classified as a second common material, and a common material usable for strengthening a game medium associated with at least one of the third attribute A3 and the first attribute A1 may be classified as a third common material. In other words, the common material may also be classified into a plurality of types. In this embodiment, as described above, the common material is a material usable for strengthening a game medium associated with at least one of the first attribute A1, the second attribute A2, and the third attribute A3.

[0057] Each material may have a respective upper limit on the number of materials that can be owned. In this embodiment, the upper limit on the number of first attribute-specific materials, second attribute-specific materials, third attribute-specific materials, and common materials is set to 100.

[0058] However, the upper limit of the number of possessions does not necessarily have to be uniform. For example, the upper limit of the number of possessions may be different for attribute-specific materials and common materials, and may be different for different types of attribute-specific materials (i.e., first attribute-specific materials, second attribute-specific materials, and third attribute-specific materials). The upper limit of the number of possessions is, for example, determined in advance. The upper limit of the number of possessions may be different for each user. In other words, the upper limit may be determined for each user. For example, the upper limit of the number of possessions may be different depending on parameters such as experience points and levels associated with the user. The upper limit of the number of possessions may be configured to be able to be increased by satisfying a predetermined condition, for example, clearing a predetermined stage.

[0059] In the owned material management table 123, as shown in Fig. 4C, for example, the upper limit of the number of owned materials and the quantity of owned materials are stored for each of a plurality of types of materials. In the example shown in Fig. 4C, the upper limit of the number of owned first attribute-based materials, second attribute-based materials, third attribute-based materials, and common materials is 100. In the example shown in Fig. 4C, the number of owned first attribute-based materials is 94, the number of owned second attribute-based materials is 98, the number of owned third attribute-based materials is 25, and the number of owned common materials is 60.

[0060] <Material addition process> Next, an example of a material assignment process will be described. Fig. 5 is a flowchart showing an example of a material assignment process executed by the control unit 110 (material control unit 111) of the server 10. Here, a case where a material is assigned to a user with a user ID "UID001" shown in Fig. 4A will be described.

[0061] When a user satisfies a predetermined condition for acquiring a material, the material control unit 111 decides to grant the first material to the user (step S11). The first material means any one of a plurality of types of material. That is, in the example of this embodiment, the first material means any one of the first attribute-based material, the second attribute-based material, the third attribute-based material, and the common material. Here, it is assumed that the first material is the first attribute-based material.

[0062] In step S11, the material control unit 111 may determine the quantity of the first material to be provided to the user as necessary. The material control unit 111 determines the quantity of the first material to be provided to the user, for example, according to the satisfied condition.

[0063] Next, the material control unit 111 determines whether the number of first materials owned by the user has reached a predetermined value (step S12). The predetermined value is a predetermined threshold value. The predetermined value may be determined, for example, by the game provider, or by the user himself / herself. Here, the predetermined value is the upper limit of the number of materials owned. Therefore, in this example, the material control unit 111 determines whether the number of first attribute-specific materials owned, which is the first material, has reached the upper limit (100 pieces), which is the predetermined value.

[0064] The material control unit 111 can execute the determination in step S12 by, for example, referring to the owned material management table 123 shown in Fig. 4C. For example, in the example shown in Fig. 4C, the number of first attribute-based materials owned by the user is 94, and the upper limit is 100, so the material control unit 111 can determine that the number of first materials owned by the user has not reached the predetermined value.

[0065] In addition, when it is determined in step S11 that a plurality of first materials are to be provided to the user, the material control unit 111 may determine whether or not the number of first materials owned by the user exceeds a predetermined value when the plurality of first materials are to be provided in step S12. For example, it is assumed that the material control unit 111 determines in step S11 that 10 first attribute-specific materials are to be provided. In this case, the material control unit 111 determines whether or not the number of first attribute-specific materials owned by the user exceeds the upper limit of 100 when 10 first attribute-specific materials are provided in step S12. In the example shown in FIG. 4C, the number of first attribute-specific materials owned by the user is 94, so in this case, the material control unit 111 can determine that the number of first materials owned by the user has reached the predetermined value.

[0066] When the material control unit 111 determines that the number of first materials owned by the user has not reached a predetermined value (No in step S12), it grants the first materials to the user (step S13). Specifically, in this example, the material control unit 111 changes the number of first attribute-specific materials owned by the user, which are the first materials, from 94 to 95 in the owned material management table 123 shown in Fig. 4C. When the material control unit 111 determines in step S11 to grant a plurality of first materials, it grants the plurality of first materials to the user.

[0067] On the other hand, when the material control unit 111 determines that the number of first materials owned by the user has reached the predetermined value (Yes in step S12), it converts the first material into a second material (step S14). That is, in this embodiment, when the number of first materials owned by the user has reached the predetermined value, the material control unit 111 converts a new first material given to the user into a second material.

[0068] The second material means one type of material different from the first material among multiple types. That is, in the example of this embodiment, since the first material is the first attribute-specific material, the second material means any one type of material among the second attribute-specific material, the third attribute-specific material, and the common material. The second material may be, for example, predetermined. For example, the second material is predetermined to be a common material. Note that the second material does not have to be predetermined. An example of processing when the second material is not predetermined will be described later.

[0069] Suppose that the number of first attribute-specific materials owned by the user has reached the upper limit of 100. In this case, in step S14, the material control unit 111 converts the first material determined to be assigned to the user into a second material.

[0070] Alternatively, suppose that the number of first attribute-specific materials owned by the user is 94, the upper limit is 100, and the material control unit 111 has determined in step S11 to grant 10 first attribute-specific materials. In this case, granting 10 first attribute-specific materials to the user will exceed the upper limit of 100. Therefore, in step S14, the material control unit 111 does not convert the first materials (first attribute-specific materials) to the second materials (common materials) for six materials that do not exceed the upper limit of 100, and converts the first materials (first attribute-specific materials) to the second materials (common materials) for four materials that exceed the upper limit of 100. In this way, the material control unit 111 may convert a part of the first materials that it has determined to grant to the second materials.

[0071] If the first material is converted into the second material and given to the user, and the second material also exceeds the upper limit, the material control unit 111 may cause the quantity of the second material that exceeds the upper limit to disappear and not be given to the user. Alternatively, in this case, the material control unit 111 may further convert the first material into another material (in this example, the second attribute-specific material or the third attribute-specific material) and give it to the user.

[0072] Furthermore, when the number of second materials owned by the user reaches a predetermined value (e.g., an upper limit value) by converting the first material into the second material, the material control unit 111 may convert the second material that exceeds the predetermined value into a predetermined value that can be used for purposes other than enhancing the game medium. The predetermined value is, for example, currency, coins, points, or other parameters used in the game. This makes it possible to ensure the user's profits even if the number of both the first material and the second material owned reaches a predetermined value.

[0073] The material control unit 111 assigns the second material converted in step S14 to the user (step S15). Specifically, the material control unit 111 increases the number of shared materials owned by the user, which are the second materials, in the owned material management table 123 shown in FIG. 4C.

[0074] In addition, when the material control unit 111 converts a part of the first materials determined to be provided to the second materials in step S14, the material control unit 111 provides the user with the unconverted first materials and the converted second materials. For example, in step S14, the material control unit 111 does not convert six pieces of the first materials (materials according to the first attribute) to second materials (common materials) as in the above example, and converts four pieces of the first materials (materials according to the first attribute) to second materials (common materials). In this case, the material control unit 111 provides the user with six pieces of the first materials and four pieces of the second materials.

[0075] In this manner, in this embodiment, when the number of first materials owned reaches a predetermined value, the first materials to be further granted are converted into second materials. This allows the number of first materials and second materials owned by the user to be adjusted. That is, the allocation of materials owned by the user and usable for strengthening the game medium can be adjusted. In particular, when the predetermined value is an upper limit, if the conversion is not performed, the user will not be given more first materials than the upper limit, resulting in an opportunity loss for the user. However, by performing the conversion, the occurrence of such an opportunity loss can be suppressed. Also, as in this embodiment, when the first material is an attribute-specific material and the second material is a common material, the allocation of materials can be adjusted according to the characteristics of the materials.

[0076] In the above example, the predetermined value is the upper limit, but the predetermined value does not necessarily have to be the upper limit and may be a value equal to or less than the upper limit. Even in this case, the first material is converted to the second material when the number of first materials owned reaches the predetermined value, so that the distribution of the first material and the second material is adjusted.

[0077] In the above example, the first material is one type of material called the first attribute material. However, the first material does not necessarily have to be one type of material, and may be two or more types of materials. For example, when multiple types of materials are simultaneously given to the user, these multiple types of materials become the first material.

[0078] For example, suppose that a first attribute-specific material and a second attribute-specific material are simultaneously given to a user. In this case, the first material is a first attribute-specific material and a second attribute-specific material. For example, suppose that five first attribute-specific materials and five second attribute-specific materials are given to a user. Here, the number of first attribute-specific materials and the number of second attribute-specific materials owned are 94 and 98, respectively. In this case, even if five first attribute-specific materials are given to a user, the number of first attribute-specific materials owned is 99, so the upper limit value is not reached. Therefore, five first attribute-specific materials are given to the user as they are. On the other hand, when five second attribute-specific materials are given to a user, the number of second attribute-specific materials owned reaches the upper limit value. In this case, three second attribute-specific materials exceeding the upper limit value are converted into common materials, and two unconverted second attribute-specific materials and three converted common materials are given to the user.

[0079] For example, suppose that the number of first attribute-specific materials and second attribute-specific materials given to the user is 10 each. Similarly, suppose that the number of first attribute-specific materials and second attribute-specific materials owned is 94 and 98, respectively. In this case, when 10 first attribute-specific materials are given to the user, the number of first attribute-specific materials owned reaches the upper limit. The number of second attribute-specific materials owned also reaches the upper limit. Therefore, four first attribute-specific materials that exceed the upper limit of the first attribute-specific materials are converted into common materials, and eight second attribute-specific materials that exceed the upper limit of the second attribute-specific materials are converted into common materials. Then, six unconverted first attribute-specific materials, two unconverted second attribute-specific materials, and a total of 12 converted common materials are given to the user. In this way, the first material may include a plurality of types of materials, and in this case, whether or not the upper limit is exceeded is determined for each type of material, and the amount exceeding the upper limit is converted into the second material.

[0080] <Strengthening of game media> Next, an example of the strengthening process of the game medium will be described. Fig. 6 is a flowchart showing an example of the strengthening process of the game medium executed by the control unit 11 of the server 10. The user can strengthen the game medium on the condition that the user consumes the owned materials.

[0081] When the user reinforces a game medium, the user performs a predetermined operation input to the terminal device 20 to reinforce the game medium. Based on the operation input by the user, the control unit 11 of the server 10 causes the user's terminal device 20 to display a screen for inputting reinforcement (reinforcement input screen) on the user's terminal device 20 (step S21). The reinforcement input screen displays, for example, a list of game media owned by the user. Alternatively, the reinforcement input screen displays a list of game media that can be reinforced among the game media owned by the user. The game media that can be reinforced are owned game media that meet the conditions for reinforcement, excluding, for example, game media that cannot be reinforced because they are in the highest reinforcement state (i.e., the reinforcement state is S3) and game media that cannot be reinforced because the owned materials do not reach the number required for reinforcement. The user selects a game medium to be reinforced from the list.

[0082] When the server 10 receives operation information indicating the content of the operation input by the user to the terminal device 20 to select the game medium to be enhanced via the communication I / F 103, the game medium control unit 112 accepts the selection of the game medium to be enhanced based on the operation information (step S22). Here, the description will be given assuming that the game medium represented by "GMID001" in Fig. 4B has been selected as the game medium to be enhanced.

[0083] When the game media control unit 112 receives the selection of the game media to be strengthened, it causes the user's terminal device 20 to display a screen (material selection screen) for selecting materials to be consumed in the strengthening (step S23).

[0084] Fig. 7 is a diagram showing an example of a material selection screen. As shown in Fig. 7, information about the game media to be strengthened is displayed on the material selection screen. Specifically, the game media name, attributes, strengthening state, and image are displayed as the information about the game media to be strengthened. For example, the game media control unit 112 can acquire and display this information by referring to the owned game media management table 122 shown in Fig. 4B.

[0085] As shown in Fig. 7, the number of materials required for reinforcement is displayed on the material selection screen. In this embodiment, two types of materials, common materials and first attribute-specific materials, can be used to reinforce the game media associated with the first attribute A1. Therefore, the terminal device 20 can display the number of materials required for reinforcement in the cases where only common materials are used and where only first attribute-specific materials are used, for example, as shown in Fig. 7.

[0086] In the example shown in FIG. 7, the number of materials required for reinforcement is 100 for the common material and 20 for the first attribute-specific material. In this way, the number of materials required for the same reinforcement may be different between the first attribute-specific material, which is the first material, and the common material, which is the second material. That is, in this embodiment, the game media control unit 112 executes a predetermined reinforcement for the game media associated with the first attribute A1 on the condition that the first quantity (here, 20) of the first attribute-specific material, which is the first material, is consumed, and executes the same predetermined reinforcement for the game media associated with the first attribute A1 on the condition that the second quantity (here, 100) of the common material, which is the second material, which is greater than the first quantity, is consumed. In this example, the first quantity and the second quantity are 20 and 100, respectively, so in terms of performing the same reinforcement, it can be said that the first attribute-specific material has five times the value of the common material. The difference or ratio between the first quantity and the second quantity may be determined appropriately. In addition, although the relationship between the first attribute-specific material and the common material has been described here, the relationship between the second attribute-specific material and the third attribute-specific material and the common material may be the same as the relationship between the first attribute-specific material and the common material. In other words, from the viewpoint of performing the same reinforcement, the second attribute-specific material and the third attribute-specific material may have five times the value of the common material. In this way, the value of the attribute-specific material and the common material may be made different. As a result, the attribute-specific material can be used only to reinforce game media associated with a specific attribute, but has a relatively high value in reinforcement, whereas the common material can be used to reinforce game media of a wider range of attributes, but has a relatively low value in reinforcement, and characteristics according to the type of material can be highlighted. Therefore, by converting materials with different characteristics in this way, as described with reference to FIG. 5, the distribution of materials between materials with different characteristics can be adjusted.

[0087] The first attribute-specific material, the second attribute-specific material, and the third attribute-specific material may or may not have the same value in terms of enhancement. In the above example, the first attribute-specific material, the second attribute-specific material, and the third attribute-specific material are all equal in value in terms of enhancement, in that they are all 5 times more valuable than the common material.

[0088] Furthermore, for example, as shown in Fig. 7, the material selection screen displays a field for inputting the number of materials to be consumed for strengthening. The number of common materials and first attribute-specific materials owned by the user may be displayed on the material selection screen as shown in Fig. 7. This allows the user to input the number of materials to be consumed while checking the number of materials owned by the user.

[0089] Here, in the strengthening, the common material and the first attribute-specific material can be combined and consumed. That is, the user can combine the common material and the first attribute-specific material and input the number of materials to be consumed. When the common material and the first attribute-specific material are combined, the value ratio between the first attribute-specific material and the common material as described above may be maintained. That is, the first attribute-specific material is considered to have five times the value of the common material, and the user inputs the number of materials required for strengthening (that is, the number of materials equivalent to 100 common materials or 20 first attribute-specific materials). In the example shown in FIG. 7, the user can input the number of materials to be consumed in an appropriate combination desired by the user, such as 60 common materials and 8 first attribute-specific materials, 50 common materials and 10 first attribute-specific materials, or 40 common materials and 12 first attribute-specific materials. In this way, by making it possible to consume the common material and the first attribute-specific material in combination, for example, even when strengthening cannot be performed with only one of the common material and the first attribute-specific material, strengthening may be performed by combining them, which increases the convenience for the user. In this example, it is assumed that the user inputs 50 common materials and 10 first attribute-specific materials as the numbers of materials to be consumed.

[0090] When the server 10 receives operation information indicating an input of the number of materials to be consumed by the user to the terminal device 20 via the communication I / F 103, the game media control unit 112 accepts the input of the materials to be consumed based on the operation information (step S24). Here, it is assumed that an input of 50 common materials and 10 first attribute-specific materials is accepted as the number of materials to be consumed.

[0091] When the game media control unit 112 receives the input of the material to be consumed, it displays a confirmation screen on the user's terminal device 20 (step S25). The confirmation screen is a screen for allowing the user to confirm whether to execute the strengthening, whether there is an error in the number of materials to be consumed, etc.

[0092] FIG. 8 is a diagram showing an example of a confirmation screen. As shown in FIG. 8, the confirmation screen displays, for example, information about the game media to be strengthened. The confirmation screen also displays, for example, information about the number of materials to be consumed. In the example shown in FIG. 8, the information about the number of materials to be consumed displays the number of common materials and first attribute-specific materials currently owned by the user, and the number of common materials and first attribute-specific materials that the user will own after executing the strengthening. This allows the user to check in advance the number of materials owned after executing the strengthening.

[0093] The confirmation screen displays a confirmation button for confirming whether or not to execute the reinforcement. In the example shown in FIG. 8, the confirmation buttons are two buttons labeled "Yes" and "No." If the user wishes to execute the reinforcement with the content displayed on the confirmation screen, the user selects the button labeled "Yes." If the user wishes to modify the subject content, for example, by changing the number of materials to be consumed, the user selects the button labeled "No." If the button labeled "No" is selected, the material selection screen shown in FIG. 7, for example, is displayed again on the terminal device 20, and the user can redo the input.

[0094] Note that information about the game medium after the enhancement is performed may be displayed on the material selection screen and / or the confirmation screen. The information about the game medium after the enhancement is performed may include various parameters such as the ability values ​​of the game medium after the enhancement is performed. This allows the user to check the information about the game medium after the enhancement is performed in advance.

[0095] When an operation input indicating that strengthening is to be performed is made on the confirmation screen (for example, selection of a button marked "Yes" in FIG. 8), the game media control unit 112 strengthens the game media to be strengthened (step S26). Specifically, the game media control unit 112 rewrites the information of the target game media in the owned game media management table 122 shown in FIG. 4B to information after strengthening is performed. In addition, the material control unit 111 consumes the materials used for the strengthening. Specifically, the material control unit 111 consumes the materials by reducing the number of materials used for the strengthening in the owned material management table 123 shown in FIG. 4C by the number of materials used for the strengthening. In this manner, the strengthening of the game media is performed.

[0096] When the reinforcement is completed, the game media control unit 112 causes the user's terminal device 20 to display the reinforcement result (step S27). For example, the game media control unit 112 causes information about the game media after the reinforcement is performed to be displayed as the reinforcement result. This allows the user to confirm that the reinforcement is completed.

[0097] <Display of material ownership status> The material control unit 111 can display the ownership status of materials by the user on the user's terminal device 20. Fig. 9 is a diagram showing an example of a display screen of the material ownership status. For example, as shown in Fig. 9, the display screen of the material ownership status displays the upper limit value and the number of owned materials for each type of material. In this example, the upper limit value and the number of owned materials are displayed for each of the first attribute-based material, the second attribute-based material, the third attribute-based material, and the common material.

[0098] The upper limit value and the number of owned materials can be displayed in any visually recognizable manner, such as numbers or figures. In the example shown in Fig. 9, the upper limit value and the number of owned materials are displayed as numbers, and the ratio of the number of owned materials to the upper limit value is displayed by a meter. This display screen allows the user to check the user's own ownership status for each type of material. Note that the display screen shown in Fig. 9 is merely an example, and the material control unit 111 can display the material ownership status by any screen recognizable by the user.

[0099] Furthermore, the material control unit 111 may change the display mode according to the ratio of the number of owned materials to the upper limit value. For example, when the ratio of the number of owned materials to the upper limit value exceeds a threshold value, the display mode may be different from that when the ratio does not exceed the threshold value. The threshold value may be set appropriately, and multiple threshold values ​​may be set. As a different display mode, for example, a method of using a different color or displaying a warning may be used, but is not limited to these. By changing the display mode according to the ratio of the number of owned materials to the upper limit value, the user can easily visually grasp the types of materials that are closer to the upper limit value.

[0100] The display screen of the material ownership status as shown in FIG. 9 can be displayed at an appropriate timing. For example, the display screen of the material ownership status may be displayed when the user performs an operation input to display the display screen, or when the material is granted to the user by the material control unit 111. Alternatively, the display screen of the material ownership status may be displayed when at least one type of material reaches an upper limit value or a preset threshold value. This allows the user to check the material ownership status at each timing. In particular, when the display screen is displayed when at least one type of material reaches an upper limit value or a preset threshold value, the user can be notified that one type of material has reached or is approaching the upper limit value.

[0101] <Assignment process when the second material to be converted is not specified in advance> Next, an example of a material imparting process in a case where the second material to which the first material is converted is not determined in advance will be described. That is, in the above description with reference to FIG. 5, a case where the second material is determined in advance as a common material is described, but here, a case where the second material is not determined in advance will be described.

[0102] 10 is a flowchart showing another example of the material assignment process executed by the control unit 110 (material control unit 111) of the server 10, specifically, showing an example of the material assignment process when the second material is not determined in advance. Note that here too, a case where a material is assigned to a user with a user ID of "UID001" shown in FIG. 4A will be described.

[0103] When a user satisfies a predetermined condition for acquiring a material, the material control unit 111 decides to grant the first material to the user (step S11). The material control unit 111 judges whether or not the number of first materials owned by the user has reached a predetermined value (step S12). When the material control unit 111 judges that the number of first materials owned by the user has not reached the predetermined value (No in step S12), it grants the first material to the user (step S13). Note that the details of steps S11 to S13 may be the same as those described with reference to FIG. 5, and therefore will not be described here.

[0104] On the other hand, when the material control unit 111 determines that the number of first materials owned by the user has reached a predetermined value (Yes in step S12), it determines the second material to which the first material is converted (step S16). The second material may be determined from a plurality of types of materials determined in advance, or may be determined from all types of materials used in the game (excluding the first material). When the second material is determined from a plurality of types of materials determined in advance, the type of material that is a candidate for the second material to be converted is determined in advance. The type of material that is a candidate for the second material to be converted may be determined for each first material, for example. In other words, the type of material that is a candidate for the second material to be converted may be determined depending on the type of material of the first material. In this embodiment, the second material is determined from all types of materials used in the game excluding the first material, that is, from the second attribute-specific material, the third attribute-specific material, and the common material, and the following description will be given.

[0105] Here, some examples of the method of determining the second material will be described. For example, the material control unit 111 determines the second material based on the ownership status of each of the multiple types of materials by the user. The material control unit 111 determines the second material based on the ownership status of each material (in this example, the second attribute-specific material, the third attribute-specific material, and the common material) by referring to the owned material management table 123 shown in FIG. 4C, for example. In this case, when the number of first materials owned by the user reaches a predetermined value, the material control unit 111 converts a new first material given to the user into one type of second material that is determined based on the ownership status of each of the multiple types of materials by the user out of the multiple types of materials (step S14).

[0106] For example, the second material determined as the conversion destination can be the type of material that the user owns the least among the multiple types of materials. For example, in the example shown in FIG. 4C, the number of third attribute-based materials owned is 25, which is the smallest. In this case, the material control unit 111 determines the third attribute-based material as the second material, and converts the first attribute-based material, which is the first material, into the third attribute-based material, which is the second material. It is considered that the material that is owned in small numbers may be consumed by the user. In other words, it is considered that the material that is owned in small numbers is highly likely to be needed by the user. Therefore, by setting the type of material that is owned in small numbers by the user as the second material, it is possible to perform conversion of materials according to the needs of the user.

[0107] For example, the second material determined as the conversion destination can be the type of material that is owned by the user most among the multiple types of materials. For example, in the example shown in FIG. 4C, the number of second attribute-based materials owned is 98, which is the largest. In this case, the material control unit 111 determines the second attribute-based material as the second material, and converts the first attribute-based material, which is the first material, into the second attribute-based material, which is the second material. When the first material is converted, the number of first materials owned by the user has reached a predetermined value. For example, when the predetermined value is an upper limit, the number of first materials owned is the upper limit. In this situation, the type of material that is owned most in number, excluding the first material, is considered to be the material whose utility value for the user is closest to that of the first material. Therefore, by setting the type of material that is owned most in number by the user as the second material, it becomes easier to reduce the fluctuation in value caused by converting the material.

[0108] For example, the second material determined as the conversion destination may be a material among a plurality of types of materials, the number of which owned by the user has a predetermined relationship with the number of the first materials (here, materials by the first attribute) owned by the user. The predetermined relationship is determined in advance and is stored in the storage unit 120, for example.

[0109] The predetermined relationship can be, for example, a relationship within a threshold range. The threshold may be appropriately determined. For example, when the threshold is 10, the material control unit 111 can determine, among the multiple types of materials, a type of material whose number owned by the user is within 10 of the number of the first material owned by the user before the material is provided, as the second material to be converted. In the example shown in FIG. 4C, the number of the first attribute-specific materials owned by the user, which are the first materials, is 94. In contrast, the number of the second attribute-specific materials owned by the user, the third attribute-specific materials, and the common materials are 98, 25, and 60, respectively. In this example, the number of the second attribute-specific materials owned, which is 98, is within the threshold range of 10, compared to the number of the first attribute-specific materials owned, which is 94. In this case, the material control unit 111 determines the second attribute-specific materials as the second material to be converted into the first material. In addition, if there are multiple types of materials that satisfy the conditions, the material control unit 111 can determine the second material, for example, based on a user's selection, or determine the second material according to further condition settings (for example, one that is closest to the number of the first material owned).

[0110] The predetermined relationship may be, for example, a relationship having a number of materials owned closest to the number of materials owned of the first material. In the example shown in FIG. 4C, the number of materials owned by the user that are the first materials is 94. In contrast, the number of materials owned by the user that are the second attribute-based materials, the third attribute-based materials, and the common materials is 98, 25, and 60, respectively. In this example, the type of materials that have the number of materials owned closest to the number of materials owned that is 94, which is the number of materials owned by the first attribute-based materials, is the second attribute-based materials, which have a number of materials owned that is 98. In this case, the material control unit 111 determines the second attribute-based materials as the second materials to which the first materials are converted.

[0111] In this way, the material control unit 111 determines the second material based on the ownership status of each of multiple types of materials by the user, and can determine the type of the second material reflecting the user's collection or accumulation status of materials. In particular, as in the above example, by determining as the second material a type of material whose number owned by the user has a predetermined relationship with the number of first materials owned, the material control unit 111 can determine as the second material a material whose value to the user has a predetermined relationship with the first material (for example, a material of similar value). This makes it easier to reduce fluctuations in value caused by converting materials.

[0112] When the second material is determined according to some of the examples described above, the material control unit 111 can display information on the difference between the number of each of the multiple types of materials owned by the user and the number of each of the multiple types of materials required to be determined as the second material to be converted, on the user's terminal device 20. To explain using this example, the material control unit 111 displays information on the difference between the number of each of the second attribute-specific materials, the third attribute-specific materials, and the common materials owned, and the number of each of these required to be determined as the second material.

[0113] For example, it is assumed that the material control unit 111 determines, as the conversion destination, the type of material that the user owns the most among the multiple types of materials. In the example shown in FIG. 4C, the number of the second attribute-based materials, the third attribute-based materials, and the common materials owned by the user are 98, 25, and 60, respectively. In this situation, the number of the second attribute-based materials that are further required to be determined as the second material is 98, so the difference between the number of the second attribute-based materials owned and the number of materials required is 0. The number of the third attribute-based materials that are required to be determined as the second material is 99, because it is necessary to exceed the number of the second attribute-based materials, which is 98. Therefore, the difference between the number of the third attribute-based materials owned and the number of materials required is 74. Similarly, the number of the common materials that are required to be determined as the second material is 99, because it is necessary to exceed the number of the second attribute-based materials, which is 98. Therefore, the difference between the number of the common materials owned and the number of materials required is 39. In this case, the material control unit 111 displays information regarding the differences, such as 0 for the second attribute-based materials, 74 for the third attribute-based materials, and 39 for the common materials. The information regarding the differences can be displayed in an appropriate manner, for example, using numbers or a diagram such as a meter. When displayed using numbers, for example, it can display "74 more third attribute-based materials will be the conversion destination." By displaying the information regarding the differences, it is possible to improve predictability regarding the type of conversion destination material.

[0114] The material control unit 111 may determine the second material using a method for determining the second material that is different from the above-mentioned determination method. For example, the material control unit 111 may determine the second material based on history information regarding the strengthening of the game medium by the user. Specifically, the material control unit 111 may determine, as the second material, a type of material that can be used to strengthen a specific game medium extracted based on the history information regarding the strengthening of the game medium by the user. In this case, the material control unit 111 converts the first material into a type of material that can be used to strengthen a specific game medium extracted based on the history information regarding the strengthening of the game medium by the user from among a plurality of types of materials (in this example, the second attribute-specific material, the third attribute-specific material, and the common material) (step S14). Note that the history information regarding the strengthening of the game medium is stored in the storage unit 120 based on the strengthening performed by the game medium control unit 112 based on the user's operation input, for example.

[0115] For example, the material control unit 111 extracts the most recently reinforced game medium as the specific game medium based on the history information regarding the reinforcement of the game medium. The material control unit 111 determines the type of material that can be used to reinforce the extracted specific game medium as the second material. For example, in the history information regarding the reinforcement of the game medium, it is assumed that the game medium that was last reinforced is associated with the second attribute A2. In this case, the material control unit 111 extracts the game medium associated with the second attribute as the specific game medium. Then, the material control unit 111 determines the type of material that can be used to reinforce the extracted game medium, that is, the second attribute-specific material in this example, as the second material. In this case, the user is given a material that has affinity with the most recent reinforcement, so there is a high probability that the material will be used (consumed).

[0116] Alternatively, for example, the material control unit 111 assumes that the conditions for strengthening a certain game medium are met, except that the materials required for strengthening are insufficient, based on the historical information regarding the strengthening of the game medium. In this case, the material control unit 111 extracts the game medium as a specific game medium, and determines the type of material that can be used to strengthen the game medium as the second material. The conditions for strengthening the game medium are appropriately determined, and for example, a parameter such as the level of the game medium has reached a predetermined value (e.g., a maximum value). In this case, the user can strengthen the game medium when the number of owned materials reaches the required number, so there is a high probability that the materials will be used (consumed).

[0117] In this way, by determining the second material based on the history information regarding the strengthening of the game content, the type of material that is thought to be desired by the user or the type of material that is likely to be consumed by the user can be determined as the second material and granted to the user. In other words, it becomes easier to convert the first material into the second material desired by the user. Therefore, it is possible to promote the consumption of the granted second material and the strengthening of the game content.

[0118] When the material control unit 111 determines the second material to be converted in step S16, it can display the type of material determined as the second material in a manner distinguishable from other materials before converting the first material to the second material in step S14. For example, it is assumed that the second attribute-based material is determined as the second material. In this case, the material control unit 111 displays the second attribute-based material on the user's terminal device 20 in a manner distinguishable from the third attribute-based material and the common material. The material control unit 111 can display the type of material determined as the second material in any distinguishable manner, and can change, for example, the display color, display size, and other display manners. By displaying the type of material determined as the second material in a distinguishable manner, the user can check the type of the material to be converted before the material is converted.

[0119] In this case, if the type of the converted material is not the desired type, the user may be able to cancel the conversion by operating the material control unit 111. When the conversion is canceled, the material control unit 111 may, for example, erase the first material that was about to be converted, or may change the type of the converted material according to the user's operating input or other criteria.

[0120] The material control unit 111 may change the type of the second material determined as the conversion destination to another type based on the user's operation input. That is, the material control unit 111 accepts a change from the determined second material to another type of material for the conversion destination to which the first material is converted based on the user's operation input. At this time, the material control unit 111 may accept the change in the type of material on the condition that a predetermined condition is satisfied. The predetermined condition can be set appropriately, and for example, it can be set to consuming a predetermined game value used in the game. The game value is a type of game medium that has a predetermined value and is used in the game. The game value is, for example, currency, coins, points, other parameters, etc. used in the game. In this way, the material control unit 111 can accept an operation input to change the type of the conversion destination material on the condition that a predetermined game value is consumed, and change the type of the second material based on the accepted operation input. This allows the user to change the second material to a desired material under a specific condition.

[0121] The type of material of the second material may be changed, for example, when the second material to be converted is determined (i.e., when step S16 is executed), or may be set in advance by the user. If the type of material can be set in advance by the user, for example, the user can set the type of the second material on the main screen or setting screen of the game. When the type of the second material is set, the material control unit 111 converts the first material into the second material of the set type.

[0122] When the material control unit 111 determines the second material to be converted as in the above example, it converts the first material into the determined type of second material (step S14) and gives the converted second material to the user (step S15). Details of steps S14 and S15 are the same as those described with reference to FIG. 5, so description thereof will be omitted here.

[0123] <Conversion ratio> When the material control unit 111 converts the first material to the second material in step S14 of FIG. 5 and FIG. 10, the material control unit 111 converts the first material to the second material at a predetermined conversion ratio. The conversion ratio may be determined in advance as a constant ratio. For example, the conversion ratio may be determined as 1:1. In this case, one first material is converted to one second material. Therefore, for example, when there are ten first materials before conversion, the material control unit 111 converts ten first materials to ten second materials. For example, when the conversion ratio is determined as 2:1, two first materials are converted to one second material. Therefore, for example, when there are ten first materials before conversion, the material control unit 111 converts ten first materials to five second materials. In this way, when the conversion ratio is determined as a constant ratio, the material control unit 111 converts the first materials to the second materials according to the determined conversion ratio. If the number of second materials after conversion is not divisible (a fraction is generated), the material control unit 111 may determine the number of second materials after conversion by rounding down, rounding up, or rounding off.

[0124] The conversion rate between the first material and the second material does not necessarily have to be fixed, and may be determined according to a predetermined rule. For example, the material control unit 111 may convert the first material into the second material at a conversion rate determined according to the ratio of the number of the first material and the number of the second material owned by the user. In this case, the material control unit 111 refers to the owned material management table 123 shown in FIG. 4C, for example, to obtain the number of the first material and the second material owned. The material control unit 111 can determine the conversion rate according to the ratio based on the number of the first material and the second material owned.

[0125] For example, the conversion rate may be set to be higher when the ratio of the second material to the first material owned by the user is high than when the ratio is low. Conversely, the conversion rate may be set to be lower when the ratio of the second material to the first material owned by the user is high than when the ratio is low. This allows the allocation of materials to be adjusted in proportion to the ratio of owned materials.

[0126] The conversion rate does not necessarily have to be determined based on the relationship between the first material and the second material, and may be determined based on the number of owned second materials, for example. As an example, the conversion rate can be lower when the number of owned second materials by the user is large than when the number of owned second materials by the user is small. For example, the more the number of owned second materials by the user, the lower the conversion rate can be. As a specific example, when the number of owned second materials is less than a threshold (e.g., 50), the conversion rate from the first material to the second material can be 1:1, and when the number of owned second materials is equal to or greater than the threshold (e.g., 50), the conversion rate from the first material to the second material can be 2:1. In this example, when the number of owned second materials is less than 50, two first materials are converted into two second materials, whereas when the number of owned second materials is 50 or more, two first materials are converted into one second material. In other words, the more owned second materials are, the lower the conversion rate becomes. In this way, if the conversion rate is set lower when the number of owned second materials is large than when the number of owned second materials is small, the conversion rate will be higher when the number of owned second materials is small. Therefore, it becomes easier to encourage users who desire a higher conversion rate to consume the second material.

[0127] As an opposite example, the conversion rate can be lower when the number of second materials owned by the user is small than when the number of second materials owned by the user is large. For example, the more the number of second materials owned by the user, the higher the conversion rate can be. As a specific example, when the number of second materials owned is less than a threshold (e.g., 50), the conversion rate from the first material to the second material can be 2:1, and when the number of second materials owned is equal to or greater than the threshold (e.g., 50), the conversion rate from the first material to the second material can be 2:1. In this example, when the number of second materials owned is less than 50, two first materials are converted into one second material, whereas when the number of second materials owned is 50 or more, two first materials are converted into two second materials. In other words, the more the number of second materials owned, the higher the conversion rate. In this way, when the conversion rate is lower when the number of second materials owned is small than when the number of second materials owned is large, the conversion rate is higher when the number of second materials owned is large. Therefore, it becomes easier to encourage users to accumulate second materials.

[0128] The conversion rate may be different depending on the type of the second material. For example, in the example of this embodiment, the conversion rate may be different when the second material is the first attribute-specific material, the second attribute-specific material, the third attribute-specific material, and the common material. Alternatively, the conversion rate may be different between the attribute-specific material and the common material. In this case, when the second material is the first attribute-specific material, the second attribute-specific material, and the third attribute-specific material, the conversion rate may be the same, and when the second material is the common material, the conversion rate may be different from that of the attribute-specific material. In other words, the material control unit 111 may make the conversion rate from the first material to the second material different when the second material is the attribute-specific material and when the second material is the common material.

[0129] For example, when both the first material and the second material are attribute-specific materials, the conversion rate from the first material to the second material can be lower than when the first material is an attribute-specific material and the second material is a common material. As a specific example, when both the first material and the second material are attribute-specific materials, the conversion rate of the first material to the second material can be 2:1, and when the first material is an attribute-specific material and the second material is a common material, the conversion rate of the first material to the second material can be 1:1. This makes it possible to determine the conversion rate according to the characteristics of the materials.

[0130] In the above embodiment, the first material is a first attribute-specific material, but the first material does not necessarily have to be a first attribute-specific material, and may be, for example, a second attribute-specific material or a third attribute-specific material. Alternatively, the first material may be a common material. In either case, the first material can be converted into the second material by a method similar to that described in the above embodiment.

[0131] <Conversion of owned materials> In the above embodiment, a case has been described in which a first material is given to a user and the first material is converted into a second material. However, the conversion from the first material to the second material may be performed on a material already owned by the user. For example, the material control unit 111 converts the material owned by the user based on an operation input by the user.

[0132] For example, the material control unit 111 converts the first material to the second material on the condition that a predetermined number of the first material owned by the user is consumed. The conversion rate may be determined appropriately, and may differ depending on the types of materials before and after conversion. Alternatively, the material control unit 111 may convert the first material to the second material by manual conversion. In this case, the user selects the material to be converted and executes the conversion process. The material to be converted is, for example, the type of the first material and the second material.

[0133] Fig. 11 is an example of a display screen displayed on the terminal device 20 when a material is manually converted. When a user performs an operation input to the terminal device 20 for manually converting a material, for example, a display screen shown in Fig. 11 is displayed on the terminal device 20. Fig. 11 shows an example of a display screen when an attribute-specific material is converted as a first material into a common material which is a second material.

[0134] The user selects the first material before conversion on the screen shown in FIG. 11, for example. That is, since there are three types of attribute-specific materials, the first attribute-specific material, the second attribute-specific material, and the third attribute-specific material, the user selects which attribute-specific material to convert. The user also inputs the number of selected attribute-specific materials to be converted to common materials. After that, when the user selects the execute button, the selected attribute-specific materials are converted to common materials for the input number of pieces.

[0135] <Granting materials> As described above, the material is given to the user, for example, when the user logs in to the game provided in this embodiment, clears a dedicated stage in the game, or participates in a specific event held in the game. FIG. 12 is an example of a display screen displayed on the terminal device 20 when the material is given by logging in. When the user logs in to the game, for example, the display screen shown in FIG. 12 is automatically displayed on the terminal device 20. In the example shown in FIG. 12, it is described that 10 common materials are given by logging in. The display screen may display the ownership status of the common materials by the user, as shown in FIG. 12. In this way, the user can confirm that the material has been given. Note that the type of material given is not limited to common materials, and attribute-specific materials may be given. In addition, the quantity of the material given may not be constant, and the quantity may increase or decrease by satisfying a predetermined condition. For example, when a user logs in for a predetermined number of consecutive days, more materials may be given than when the user does not log in for a predetermined number of consecutive days.

[0136] FIG. 13 is an example of a warning screen displayed when materials are granted. The warning screen is a screen that warns the user that the number of materials owned by the user will exceed a predetermined number (for example, an upper limit value) as a result of granting materials to the user. For example, in the example shown in FIG. 13, the user owns 95 common materials, and 10 common materials are about to be newly granted by logging in. However, since the upper limit value of the number of common materials owned is set to 100, the warning screen indicates that the user cannot be granted more than the upper limit number, and at least a part of the granted materials will be lost. If the user does not mind losing at least a part of the materials, the user selects the "Receive" button and acquires materials up to the upper limit value. If the user does not want to lose the granted materials, the user selects the "Close" button, and can acquire new common materials after, for example, consuming the common materials owned.

[0137] Although the present embodiment has been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible that do not substantially deviate from the novel matters and effects of the present embodiment. Therefore, all such modifications are intended to be included in the scope of the present disclosure. For example, a term described at least once in the specification or drawings together with a different term having a broader meaning or synonymy can be replaced with that different term at any point in the specification or drawings. In addition, all combinations of the present embodiment and modifications are also included in the scope of the present disclosure. In addition, the configurations and operations of the information processing system, information processing device, terminal device, etc. are not limited to those described in the present embodiment, and various modifications can be implemented. Each element of the above embodiment can be appropriately combined.

[0138] <Summary> [General-purpose subject] One of the aims of the present invention is to expand the means by which materials can be applied or utilized.

[0139] One of the objectives of the present invention is to regulate the allocation of materials owned by a user that can be used to enhance a game medium. [Supplementary Note 1] The information processing device according to this embodiment includes a control unit that, when a user owns a predetermined number of first materials that can be used to enhance a game medium associated with a first attribute, converts a new first material granted to the user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute. According to the above information processing device, it is possible to adjust the distribution of materials that the user owns and that can be used to strengthen the game content.

[0140] One of the objects of the present invention is to suppress the occurrence of opportunity loss. [Appendix 2] The specified value is an upper limit value set for the user that the user can own the first material, and if granting the new first material to the user causes the number of first materials owned by the user to exceed the upper limit value, the control unit converts the new first material that exceeds the upper limit value into the second material. This can prevent opportunity loss.

[0141] One of the objects of the present invention is to adjust the distribution of ingredients according to the characteristics of the ingredients. [Appendix 3] The information processing device described in Appendix 1, wherein the first material is a material that can be used to strengthen a game medium that corresponds to the first attribute and cannot be used to strengthen a game medium that does not correspond to the first attribute, and the second material is a material that can be used to strengthen both the game medium that corresponds to the first attribute and the game medium that corresponds to the second attribute. This allows you to adjust the distribution of ingredients depending on their characteristics.

[0142] One of the objectives of the present invention is to adjust the distribution of materials between materials with different properties. [Appendix 4] The control unit performs a predetermined reinforcement on the game medium associated with the first attribute on the condition that a first quantity of the first material is consumed, and performs the predetermined reinforcement on the game medium associated with the first attribute on the condition that a second quantity of the second material, which is greater than the first quantity, is consumed. This allows the distribution of materials with different properties to be adjusted.

[0143] One of the objectives of the present invention is to adjust the allocation of materials depending on the ownership status of the materials. [Appendix 5] The information processing device described in Appendix 1, wherein there are multiple types of the second material, and the control unit converts the new first material into one type of the second material from among the multiple types of the second material, the type being determined based on the user's ownership status of each of the multiple types of the second material. This allows you to adjust the allocation of materials depending on your ownership status.

[0144] One of the objectives of the present invention is to reduce fluctuations in value due to transformation of materials. [Appendix 6] The information processing device described in Appendix 5, wherein the one type of second material is a second material among the multiple types of second materials, the number of which owned by the user has a predetermined relationship with the number of the first materials owned by the user. This reduces fluctuations in value caused by converting materials.

[0145] One of the aims of the present invention is to provide greater predictability regarding the type of material being converted. [Appendix 7] The information processing device described in Appendix 6, wherein the control unit displays information regarding the difference between the number of each of the multiple types of second materials owned by the user and the number of each of the multiple types of second materials required to be determined as the second material of one type. This allows for greater predictability regarding the type of material to be converted.

[0146] One object of the present invention is to facilitate the conversion of a first material into a second material desired by a user. [Appendix 8] The information processing device described in Appendix 1, wherein there are multiple types of the second material, and the control unit converts the new first material into a specific game medium extracted from the multiple types of the second material based on historical information regarding the strengthening of the game medium by the user. This makes it easier for the user to convert the first material into the second material desired.

[0147] One of the aims of the present invention is to be able to identify the type of material to be converted. [Appendix 9] The information processing device described in Appendix 5 or 8, wherein the control unit displays the one type of second material in a manner distinguishable from other second materials before converting the new first material. This makes it possible to check the type of material to be converted.

[0148] One of the objects of the present invention is to be able to change the second material to a desired material. [Appendix 10] The information processing device described in Appendix 5 or 8, wherein the control unit accepts a change in the destination of the new first material from one type of second material to another type of second material based on operational input by the user, subject to the consumption of a predetermined game value owned by the user. This makes it possible to change the second material to a desired material.

[0149] One of the objectives of the present invention is to adjust the distribution of materials in proportion to the proportion of owned materials. [Appendix 11] The information processing device described in Appendix 1, wherein the control unit converts the new first material into the second material at a conversion rate determined according to the ratio of the number of the first material and the second material owned by the user. This allows you to adjust the distribution of materials according to the ratio of owned materials.

[0150] One of the aims of the present invention is to encourage consumption of the second material. [Appendix 12] The information processing device described in Appendix 11, wherein the conversion rate is lower when the user owns a large number of the second materials than when the user owns a small number of the second materials. This will encourage consumption of the second material.

[0151] One of the objects of the present invention is to facilitate the accumulation of the second material. [Appendix 13] The information processing device described in Appendix 11, wherein the conversion rate is lower when the user owns a smaller number of the second materials than when the user owns a larger number of the second materials. This can encourage the accumulation of the second material.

[0152] One of the objectives of the present invention is to determine the conversion rate according to the characteristics of the material. [Appendix 14] The information processing device described in Appendix 1, wherein the control unit changes the conversion rate from the new first material to the second material between a case where the second material is a material that can be used to strengthen a game medium associated with the second attribute and a case where the second material is a material that can be used to strengthen both a game medium associated with the second attribute and a game medium associated with a third attribute different from the second attribute. This allows the conversion rate to be determined according to the characteristics of the material.

[0153] One of the objects of the present invention is to ensure profits when the owned quantities of both the first material and the second material reach a predetermined value. [Appendix 15] The information processing device described in Appendix 1, wherein when the number of the second materials owned by the user reaches a predetermined value by converting the new first material into the second material, the control unit converts the second materials that exceed the predetermined value into a predetermined value that can be used for purposes other than strengthening the game medium. This makes it possible to ensure a profit when the owned numbers of both the first material and the second material reach a predetermined value.

[0154] One of the objectives of the present invention is to regulate the allocation of materials owned by a user that can be used to enhance a game medium. [Appendix 16] In the information processing method of this embodiment, when the number of first materials owned by a user that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, a processor converts a new first material granted to the user into a second material that can be used to enhance a game medium that is associated with a second attribute different from the first attribute. According to the above information processing method, it is possible to adjust the allocation of materials owned by the user that can be used to strengthen the game content.

[0155] One of the objectives of the present invention is to regulate the allocation of materials owned by a user that can be used to enhance a game medium. [Appendix 17] The program of this embodiment causes the processor to execute a process to convert a new first material granted to a user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute when the number of first materials owned by the user that can be used to enhance the game medium associated with a first attribute reaches a predetermined value. According to the above program, it is possible to adjust the distribution of materials owned by the user that can be used to strengthen the game content.

[0156] One of the objectives of the present invention is to regulate the allocation of materials owned by a user that can be used to enhance a game medium. [Appendix 18] The information processing system according to this embodiment includes a server that converts a new first material granted to a user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute when the number of first materials owned by the user that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, and a terminal device that is connected to the server so as to be able to communicate information and that displays a game screen of a game using the game medium. According to the above information processing system, it is possible to adjust the distribution of materials owned by the user that can be used to strengthen the game content. [Explanation of symbols]

[0157] Reference Signs List 1...information processing system, 10...server, 20...terminal device, 20a...first terminal device, 20b...second terminal device, 20c...third terminal device, 101, 201...processor, 102, 202...storage device, 103, 203...communication I / F, 104, 204...input device, 205...output device, 110...control unit, 111...material control unit, 112...game media control unit, 113...progress processing unit, 120...storage unit, 121...user management table, 122...owned game media management table, 122a...owned game media management DB, 123...owned material management table, 123a...owned material management DB

Claims

1. An information processing device comprising: a control unit that, when a number of first materials owned by a user that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, converts a new first material granted to the user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute.

2. the predetermined value is an upper limit of the first material that is determined for the user, When the number of the first materials owned by the user exceeds the upper limit value by granting the new first material to the user, the control unit converts the new first material that exceeds the upper limit value into the second material. The information processing device according to claim 1 .

3. the first material is usable for strengthening a game content associated with the first attribute, and is not usable for strengthening a game content not associated with the first attribute; The second material is a material that can be used to enhance both the game content associated with the first attribute and the game content associated with the second attribute. The information processing device according to claim 1 .

4. The control unit is executing a predetermined reinforcement on a game medium associated with the first attribute on the condition that a first quantity of the first material is consumed; executing the predetermined strengthening for the game medium associated with the first attribute on the condition that the second material is consumed in a second quantity greater than the first quantity; The information processing device according to claim 3 .

5. There are multiple types of the second material, The control unit converts the new first material into one type of the second material among the plurality of types of the second material, the type being determined based on the ownership status of each of the plurality of types of the second material by the user. The information processing device according to claim 1 .

6. The information processing device according to claim 5 , wherein the one type of the second material is a second material among the plurality of types of the second materials, the number of which owned by the user having a predetermined relationship with the number of the first materials owned by the user.

7. 7. The information processing device according to claim 6, wherein the control unit displays information regarding a difference between the number of each of the plurality of types of second materials owned by the user and the number of each of the plurality of types of second materials required to be determined as the second material of one type.

8. There are multiple types of the second material, The information processing device described in claim 1, wherein the control unit converts the new first material into one type of second material that can be used to strengthen a specific game medium, among the multiple types of second materials, and is extracted based on historical information regarding the strengthening of the game medium by the user.

9. The information processing device according to claim 5 , wherein the control unit causes the one type of the second material to be displayed so as to be distinguishable from other types of the second material before converting the new first material.

10. 9. The information processing device according to claim 5 or 8, wherein the control unit accepts a change in the destination of the new first material from the one type of second material to the other type of second material, based on operational input by the user, subject to consumption of a predetermined game value owned by the user.

11. The information processing device according to claim 1 , wherein the control unit converts the new first material into the second material at a conversion rate determined according to a ratio of the number of the first material and the number of the second material owned by the user.

12. The information processing apparatus according to claim 11 , wherein the conversion rate is lower when the number of the second materials owned by the user is large than when the number of the second materials owned by the user is small.

13. The information processing apparatus according to claim 11 , wherein the conversion rate is lower when the number of the second materials owned by the user is small than when the number of the second materials owned by the user is large.

14. The control unit is The second material is a material that can be used to enhance a game medium that is associated with the second attribute, and cannot be used to enhance a game medium that is not associated with the second attribute; The second material is a material that can be used to enhance both a game medium associated with the second attribute and a game medium associated with a third attribute different from the second attribute, Making the conversion rate from the new first material to the new second material different; The information processing device according to claim 1 .

15. 2. The information processing device of claim 1, wherein when the number of the second materials owned by the user reaches a predetermined value by converting the new first material into the second material, the control unit converts the second materials that exceed the predetermined value into a predetermined value that can be used for purposes other than strengthening the game medium.

16. The processor: When a number of first materials owned by a user that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, a new first material provided to the user is converted into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute. Information processing methods.

17. The processor: When a number of first materials owned by a user that can be used to enhance a game medium associated with a first attribute reaches a predetermined value, a new first material provided to the user is converted into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute. A program that executes a process.

18. a server that converts a new first material provided to a user into a second material that can be used to enhance a game medium associated with a second attribute different from the first attribute when a number of first materials owned by the user that can be used to enhance the game medium associated with a first attribute reaches a predetermined value; a terminal device that is communicably connected to the server and displays a game screen of a game using the game medium; An information processing system comprising:

Citation Information

Patent Citations

  • Game program and information processing device

    JP2013202405A