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

JP2025020959AActive Publication Date: 2025-02-13CYGAMES INC
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Patent Information

Application Number
JP2023124610
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-13
Estimated Expiration
2043-07-31

AI Technical Summary

Benefits of technology

【0011】 本発明によれば、プレイヤのプレイ意欲の減退を抑制することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To suppress deterioration in game playing willingness of a player.SOLUTION: An information processing program causes a computer to execute: processing for associating any one of a plurality of objects including a special object with a player on the basis of execution of predetermined content in a game; processing for associating predetermined information with the special object upon establishment of a predetermined condition; processing for associating the object of the same type with each of a plurality of game media on the basis of operation input of the player; and processing for not consuming the special object when the special object associated with the predetermined information is associated with the game media, and consuming the object when the object other than the special object associated with the predetermined information is associated with the game media.SELECTED DRAWING: Figure 6
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Description

[Technical field]

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

[0002] For example, Patent Document 1 discloses a game in which a player can strengthen a character by equipping the character with equipment collected in the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-095095 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, the number of characters that the player needs to strengthen tends to increase as the game progresses. Therefore, it becomes necessary to equip many characters with equipment, and the number of equipment that the player needs to collect tends to increase. In such a case, the troublesome task of collecting equipment increases in the game, and there is a risk that the player's motivation to play will decrease.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that are capable of suppressing a decline in a player's motivation to play. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; The computer is made to carry out the above steps.

[0007] The process of linking the specific information to the special object includes: The specific information may be linked to the special object when the special object has been linked to a player a specified number of times.

[0008] The object is associated with a parameter and identification information for identifying the object, The special objects include a first special object associated with a first identification information and a second special object associated with a second identification information; The first special object and the second special object are linked to a common parameter, When the special object to which the predetermined information is not linked is to be linked to the game medium based on an operation input by a player, the first special object is linked to the game medium; When the special object to which the predetermined information is linked is linked to the game medium based on a player's operation input, the second special object may be linked to the game medium.

[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; Carry out the following.

[0010] In order to solve the above problem, an information processing system includes: One or more computers; The computer, A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; Carry out the following. Effect of the Invention

[0011] According to the present invention, it is possible to suppress a decline in the player's motivation to play. [Brief description of the drawings]

[0012] [Figure 1]FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a first diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a first diagram illustrating an example of an equipment acquisition pop-up, and Fig. 4B is a second diagram illustrating an example of an equipment acquisition pop-up. [Diagram 5] Fig. 5A is a third diagram for explaining an example of an equipment acquisition pop-up, Fig. 5B is a fourth diagram for explaining an example of an equipment acquisition pop-up, and Fig. 5C is a fifth diagram for explaining an example of an equipment acquisition pop-up. [Figure 6] FIG. 6 is a second diagram illustrating an example of the ally character detail screen. [Figure 7] Fig. 7A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 7B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 7C is a diagram illustrating an example of a party selection screen. [Figure 8] Fig. 8A is a diagram for explaining an example of a battle screen, Fig. 8B is a diagram for explaining an example of a result screen, and Fig. 8C is a diagram for explaining an example of a report screen. [Figure 9] FIG. 9 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 10] FIG. 10 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 11] FIG. 11 is a diagram illustrating an example of equipment database information. [Figure 12] FIG. 12 is a diagram illustrating an example of fragment database information. [Figure 13]FIG. 13 is a diagram illustrating an example of character database information. [Figure 14] FIG. 14 is a flowchart illustrating an example of the terminal-side battle game-related processing. [Figure 15] FIG. 15 is a flowchart illustrating an example of the server-side battle game-related processing. [Figure 16] FIG. 16 is a flowchart illustrating an example of the terminal side equipment related process. [Figure 17] FIG. 17 is a flowchart illustrating an example of the server-side equipment-related process. [Figure 18] FIG. 18 is a flowchart illustrating an example of equipment database information in the modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0021] The configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0022] The CPU 10 runs the programs stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.

[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0024] The storage device 18 is configured with a semiconductor memory, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.

[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which an ally character fights against an enemy character. Specifically, in the game of this embodiment, a plurality of ally characters are provided. A player selects a plurality of ally characters (here, five) from the provided ally characters to organize a party. In addition, a player can play a plurality of types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters organized into a party to defeat the enemy character and acquire a reward.

[0029] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an ally character confirmation screen. Fig. 3C is a first diagram illustrating an example of an ally character detail screen. A game screen is displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.

[0030] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen that is displayed on the touch panel 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 7A), a shop screen (not shown), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).

[0031] On the normal screen, as shown in FIG. 3A, for example, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME". The menu bar 30 is also provided with an ally character confirmation screen selection operation section 30b marked "CHARACTER". The menu bar 30 is also provided with a quest screen selection operation section 30c marked "QUEST". The menu bar 30 is also provided with a gacha screen selection operation section 30d marked "GACHA". The menu bar 30 is also provided with a menu screen selection operation section 30e marked "MENU".

[0032] When the home screen selection operation unit 30a is operated, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the ally character confirmation screen selection operation unit 30b is operated, the ally character confirmation screen shown in FIG. 3B is displayed on the touch panel 26. Similarly, when the quest screen selection operation unit 30c is operated, the quest screen shown in FIG. 7A is displayed on the touch panel 26. When the gacha screen selection operation unit 30d is operated, a gacha screen (not shown) is displayed on the touch panel 26. When the menu screen selection operation unit 30e is operated, a menu screen (not shown) is displayed on the touch panel 26. Although a detailed description will be omitted, the game settings and various information can be confirmed on the menu screen.

[0033] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the touch panel 26 can be easily identified.

[0034] The home screen shown in FIG. 3A corresponds to an initial screen, and has a header display area 31 provided at the top. The header display area 31 displays level information 31a indicating a player level (predetermined information) linked (associated) with a player ID. The header display area 31 also displays a stamina display bar 31b indicating the stamina of the player linked with the player ID. The header display area 31 also displays the owned amounts of the first currency and the second currency linked with the player ID.

[0035] Stamina is a parameter necessary for playing a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value necessary for playing, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value necessary for playing is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0036] Although detailed explanation is omitted, when a player clears a battle game, the player can acquire a predetermined value as a player experience value. Then, each time the player experience value reaches a certain value, the player level increases. A management upper limit value is set for the player level, and even if the player experience value is acquired, the player level does not increase beyond the set management upper limit value. The management upper limit value is set by the administrator, and increases at a predetermined timing. For example, the management upper limit value is manually updated by the administrator in a regular update performed once a month. However, this is not limited to this, and for example, the management upper limit value may be mechanically and automatically updated by a program in a regular update performed once a month. The update time and update contents are set in advance in this program.

[0037] In addition, an upper limit of stamina is set for each player level, and as the player level increases, the upper limit of stamina also increases. Stamina is restored by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining amount of stamina relative to the upper limit of stamina so that the player can visually grasp the remaining amount.

[0038] The first currency and the second currency are currencies that can only be used within the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game that has been cleared. The second currency can be acquired free of charge or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.

[0039] 3B, images of all ally characters corresponding to the ally character IDs linked to the player ID are displayed. In other words, all ally characters owned by the player are displayed on the ally character confirmation screen.

[0040] The ally character ID is used to identify an ally character, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.

[0041] Ally characters are stored in association with various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, etc. The experience points increase when a battle game described below is won or when a specified item is used. The character level is set in correspondence with the experience points, and increases each time the experience points reach a specified value. The player level is set as the upper limit of the character level. Therefore, the character level can increase up to the player level.

[0042] In addition, base values ​​of combat power such as life points, attack power, and defense power are set for ally characters based on stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress in the battle game. Furthermore, the base values ​​set for an ally character increase as the number of stars (rarity) increases and as the character level increases.

[0043] Each ally character is set with four skills that are executed (activated) in the battle game. A skill level is set for each skill, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level. Therefore, the skill level can be increased up to the character level.

[0044] Furthermore, friendly characters can be equipped with equipment (objects) such as weapons and armor. Each equipment item is set with a character level at which it can be equipped, and parameters such as additional values ​​for attack power and defense power are also set. By increasing the character level of a friendly character, the friendly character can be equipped with newer and stronger equipment, and the friendly character can be further strengthened. When a friendly character is equipped with equipment, the parameters such as the additional values ​​of each equipment item are added to the above-mentioned base value, and the combat power of the friendly character can be increased.

[0045] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in FIG. 3B is operated, an ally character detail screen corresponding to the operated ally character is displayed on the touch panel 26, as shown in FIG. 3C.

[0046] As shown in FIG. 3C, the ally character detail screen is provided with an enhancement item selection operation section 35, an enhancement item display area 36, ​​and an enhancement detail display area 37.

[0047] The strengthening item selection operation section 35 is provided with a plurality of operation sections that can be operated by the player. The strengthening item selection operation section 35 is provided with an equipment selection operation section 35a, a level strengthening selection operation section 35b, and a star strengthening selection operation section 35c. When any one of the strengthening item selection operation sections 35 is selected, the selected operation section is highlighted.

[0048] In the enhancement item display area 36, ​​an enhancement item corresponding to a selected operation section among the enhancement item selection operation sections 35 is displayed.

[0049] Although detailed explanation will be omitted, when the Level strengthening selection operation section 35b on the ally character details screen shown in Fig. 3C is operated, the level of the ally character is displayed in the strengthening item display area 36, ​​and items for increasing the level are displayed in the strengthening details display area 37. Then, by operating an item, the operated item is used and the experience value (level) of the ally character increases.

[0050] Although detailed explanation is omitted, when the star enhancement selection operation section 35c on the ally character details screen shown in Fig. 3C is operated, the current stars (rarity) of the ally character are displayed in an enhancement item display area 36, ​​and star enhancement items for increasing the stars are displayed in an enhancement details display area 37. The player can increase the stars of the ally character by consuming the star enhancement items required to increase the stars.

[0051] Furthermore, when the equipment selection operation section 35a of the strengthening item selection operation section 35 is operated, six pieces of equipment are displayed around the image of the ally character in the strengthening item display area 36. Here, of the six pieces of equipment, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.

[0052] Additionally, if an allied character already owns an item of equipment that is not equipped by that character (such as the equipment in the upper right and the equipment in the lower right of the illustration) (including cases where the equipment can be created), a "+" mark will be displayed, as in the equipment in the upper right of the illustration.

[0053] On the other hand, if you do not own the equipment (including if you cannot create it), it will be displayed as "Available," as in the equipment in the bottom right of the figure. Equipment that has not yet been implemented in the game, as in the equipment in the top left of the figure, will be displayed with a "?".

[0054] Also, an equipment rank (RANK15 in the figure) is set for each ally character, indicating the rank of the equipment to be equipped. When all (six) pieces of equipment of the next lower rank are equipped, the equipment rank can be increased. When the rank can be increased, the rank increase operation unit 39 becomes active. In this embodiment, the type of equipment that can be equipped according to the equipment rank is set in advance for each ally character. When the rank increase operation unit 39 is operated, the equipment rank is increased by 1, and it becomes possible to newly equip the ally character with up to six pieces of various equipment corresponding to the increased equipment rank.

[0055] When an equipment item in the enhancement item display area 36 is operated, the status of the equipment item operated is displayed in the enhancement details display area 37. The enhancement details display area 37 also displays an acquisition method operation section 37a for displaying a method for acquiring the equipment item, and an equipment operation section 37b for equipping the equipment item. The enhancement details display area 37 also displays the number of pieces of the equipment item owned by the player. When the acquisition method operation section 37a is operated, an equipment acquisition pop-up 40 shown in FIG. 4A is displayed on the touch panel 26.

[0056] FIG. 4A is a first diagram illustrating an example of an equipment acquisition pop-up 40. FIG. 4B is a second diagram illustrating an example of an equipment acquisition pop-up 40. FIG. 5A is a third diagram illustrating an example of an equipment acquisition pop-up 40. FIG. 5B is a fourth diagram illustrating an example of an equipment acquisition pop-up 40. FIG. 5C is a fifth diagram illustrating an example of an equipment acquisition pop-up 40.

[0057] 4A, the equipment acquisition pop-up 40 displays a display area 42 and a status display section 50. The status display section 50 displays the status of the equipment.

[0058] When the equipment acquisition pop-up 40 is initially displayed on the touch panel 26, an icon image 44a indicating the equipment and an icon image 44b indicating an item (hereinafter referred to as a "piece") required to create the equipment are displayed in the display area 42. The icon image 44b also displays the number of pieces the player owns relative to the number of pieces required (required number) to create the equipment. For example, in the case of FIG. 4A, the icon image 44b displays 15 / 30 as the number of pieces the player owns relative to the number of pieces required (required number) to create the equipment. This allows the player to visually and easily grasp the number of pieces required to create the equipment and the number of pieces owned.

[0059] In this embodiment, the equipment is broadly divided into normal equipment (normal objects) and special equipment (special objects). The normal equipment is consumed by equipping a character. On the other hand, the special equipment is equipment that can be equipped to a character without consuming the special equipment after the number of times it has been created reaches a specified number. In other words, after the number of times the special equipment has been created reaches a specified number, the player can equip multiple characters with the special equipment without creating the special equipment. This makes it possible to prevent an increase in the troublesome task of collecting a large number of pieces to create special equipment in the game, and to prevent a decrease in the player's motivation to play.

[0060] In this embodiment, the specified number is set to 5 times, but the specific number of times is not limited to this. For example, the specified number may be set to 1 time or multiple times. Also, a different number of times may be set as the specified number for each type of special equipment.

[0061] 4A, when the equipment displayed in the icon image 44a is a special equipment, the status display section 50 displays a specified number display section 50a and an icon image 50b showing the equipment. The same equipment is shown in the icon image 50b and the icon image 44a. When the equipment shown in the icon image 50b is a special equipment, the specified number display section 50a displays the current number of times the special equipment has been created relative to the specified number set for the special equipment.

[0062] For example, in the case of FIG. 4A, the current number of times that the special equipment displayed in the icon image 50b has been created is displayed as 0 / 5 with respect to the specified number set for the special equipment. Also, the icon image 50b displays the number of pieces of equipment displayed in the icon image 50b that the player owns. For example, in the case of FIG. 4A, the number of pieces of special equipment that the player owns is displayed as 0. This allows the player to visually and easily grasp the specified number set for the special equipment, the current number of times that the special equipment has been created, and the number of pieces of special equipment that the player owns.

[0063] Also displayed in the equipment acquisition pop-up 40 are a cancel operation section 44 marked "Cancel" for canceling the process corresponding to the currently displayed screen, and a creation operation section 46 for creating equipment. Note that if the number of pieces owned by the player is less than the required number, the equipment operation section 37b and the creation operation section 46 are displayed in gray, as shown by hatching in the figure, and do not accept any operation by the player.

[0064] Then, when icon image 44b displayed in display area 42 of equipment acquisition pop-up 40 shown in FIG. 4A, i.e., icon image 44b indicating a piece required to create equipment, is operated, the display in display area 42 and status display section 50 are updated as shown in FIG. 4B.

[0065] In this embodiment, items that can be acquired when a battle game is cleared are set in advance for each battle game. Then, as shown in FIG. 4B, the display area 42 displays the battle games in which the piece selected by the player can be acquired. Also, as shown in FIG. 4B, the status display section 50 displays an icon image 50c indicating the piece selected by the player. Also, the icon image 50c displays the number of pieces indicated by the icon image 50c that the player owns. For example, in the case of FIG. 4B, 15 is displayed as the number of pieces that the player owns. This allows the player to visually and easily grasp the number of pieces owned.

[0066] Furthermore, when an operation tab for each battle game displayed in the display area 42 shown in FIG. 4B is operated, a quest selection screen (see FIG. 6B) described later is displayed on the touch panel 26.

[0067] Then, when the number of items owned by the player satisfies the required number, the creation operation unit 46 becomes operable as shown in FIG. 5A. When the operable creation operation unit 46 is operated, the pieces shown in the icon image 44b are consumed, and the equipment shown in the icon image 44a, here, the special equipment, is created as shown in FIG. 5B. At this time, as shown in FIG. 5B, the number of pieces owned by the player, displayed in the icon image 44b, is updated in response to the consumption of the pieces. Also, as shown in FIG. 5B, the number of special equipment items owned by the player, displayed in the icon image 50b, is updated in response to the creation of the equipment, here, the special equipment. Also, the current number of times the special equipment items have been created, displayed in the specified number display unit 50a, is updated.

[0068] Then, in the same manner as above, when the creation operation unit 46 is operated and the number of times the special equipment has been created reaches the specified number, the display area 42 of the equipment acquisition pop-up 40 and the display of the status display unit 50 are updated as shown in FIG. 5C. Specifically, as shown in FIG. 5C, the number of pieces owned by the player, which is displayed in the icon image 44b, is updated according to the consumption of the pieces. Also, in the specified number display unit 50a, an image with "Eternalized!" is displayed, and it is notified that the number of times the special equipment has been created reaches the specified number. Also, as shown in FIG. 5C, an image with "∞" is displayed in the icon image 50b. By displaying the image with "∞" in the icon image 50b, it is notified to the player that it is now possible to equip the character with the special equipment without consuming it.

[0069] FIG. 6 is a second diagram for explaining an example of an ally character detail screen. When the number of pieces of equipment owned by the player meets the required number, the equipment operation unit 37b becomes operable as shown in FIG. 6. When the operable equipment operation unit 37b is operated, the equipment is equipped to the ally character. Also, as shown in FIG. 6, when the equipment displayed in the reinforcement detail display area 37 is a special equipment and the number of times that the special equipment has been created has reached a specified number, a notification image 37c with "Eternalized!" written on it is displayed to notify the player that the number of times that the special equipment has been created has reached a specified number. In this way, by displaying the notification image 37c in the reinforcement detail display area 37, the player is notified that it is possible to equip the character with the special equipment displayed in the reinforcement detail display area 37 without consuming it.

[0070] Fig. 7A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 7B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 7C is a diagram illustrating an example of a party selection screen.

[0071] When the quest screen selection operation unit 30c is operated on the home screen shown in Fig. 3A, the quest screen shown in Fig. 7A is displayed on the touch panel 26. Note that in this embodiment, two types of battle games, normal quest and hard quest, are described as examples, but other types of battle games (such as guild battles) may be provided.

[0072] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or higher than a predetermined value, clearing other predetermined battle games, etc. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.

[0073] The quest screen is provided with a normal quest selection operation section 141a for selecting a normal quest, and a hard quest selection operation section 141b for selecting a hard quest. Either the normal quest selection operation section 141a or the hard quest selection operation section 141b is always selected on the quest screen, with the normal quest selection operation section 141a being selected as the initial state. The following describes the case where the normal quest selection operation section 141a is selected, but the same applies when the hard quest selection operation section 141b is selected.

[0074] When the normal quest selection operation section 141a is selected, a quest operation section 142 for selecting one of a plurality of battle games (hierarchies) belonging to normal quests is displayed on the quest screen.

[0075] The quest operation unit 142 also displays clear information for each battle game. The clear information is shown by, for example, three stars. When a battle game is cleared, stars are acquired according to the number of ally characters whose life points are 0 at the time of clearing. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.

[0076] In the example of Fig. 7A, three stars are acquired in the battle game "21-1", two stars are acquired in the battle game "21-2", and two stars are acquired in the battle game "21-3". In addition, no stars are acquired in the battle game "21-4", and it is notified that this battle game has not been cleared.

[0077] In addition, the unlocking condition for quests (normal quests, hard quests, and very hard quests) is set to be clearing the previous battle game. For example, in the example of Fig. 7A, the battle game "21-4" is unlocked because the battle games up to "21-3" have been cleared, but the battle games after that ("21-5" and after, not shown) are not unlocked.

[0078] For example, when the quest operation unit 142 of the battle game "21-1" is operated on the quest screen, the quest selection screen shown in FIG. 7B is displayed on the touch panel 26. The enemy characters appearing in the battle game and the items (rewards) that can be acquired in the battle game are displayed on the quest selection screen. The quest selection screen also displays the stamina before and after the battle game is executed and the remaining number of challenges. The remaining number of challenges indicates the number of challenges that can be made in one day, and the normal quest battle game is set to infinite. In this embodiment, the stamina consumed in the normal quest battle game is set to 10. However, the stamina consumed in the normal quest battle game may be different for each battle game.

[0079] The quest selection screen also displays a cancel operation section 143 and a challenge operation section 144 marked "challenge" for challenging the battle game.

[0080] When the cancel operation unit 143 is operated, the quest screen shown in FIG. 7A is displayed on the touch panel 26, and the challenge to the selected battle game "21-1" is cancelled.

[0081] On the other hand, when the challenge operation unit 144 is operated, a party selection screen shown in Fig. 7C is displayed on the touch panel 26. On the party selection screen, all ally characters owned by the player are displayed, and a selected ally character display area 146 that displays the selected ally character is displayed below.

[0082] Also displayed on the party selection screen are a cancel operation section 143 and a battle start operation section 147 labeled "Start battle."

[0083] On the party selection screen, when the player operates a displayed ally character, the operated ally character is displayed in the selected ally character display area 146. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs linked to the player ID.

[0084] Then, when an ally character (ally character ID) is selected and the battle start operation unit 147 is operated, the battle game begins.

[0085] Fig. 8A is a diagram illustrating an example of a battle screen. Fig. 8B is a diagram illustrating an example of a result screen. Fig. 8C is a diagram illustrating an example of a report screen. When the battle start operation unit 147 is operated on the party selection screen shown in Fig. 7C, a battle game is started.

[0086] During the battle game, a battle screen is displayed as shown in Fig. 8A. On the battle screen, ally characters and enemy characters are displayed on the touch panel 26. The ally characters act under computer control, and can inflict damage on enemy characters or receive damage from enemy characters. The enemy characters act under computer control, and can inflict damage on ally characters or receive damage from ally characters.

[0087] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.

[0088] Then, when the battle game ends normally (normal end), as shown in Fig. 8B, a result screen is displayed on touch panel 26. Fig. 8B shows, as an example, the result screen when the battle game is cleared.

[0089] On the result screen, at least a portion of the game result information of the battle game is displayed, and an end operation section 151 marked "Close" is also displayed.

[0090] The game result information includes information about the items that have been granted. When a battle game is cleared, the server 1000 determines by lottery whether or not to grant to the player each of the items that have been preset for the cleared battle game. Then, the items that are granted to the player are added to the game result information and are displayed on the result screen.

[0091] When the end operation unit 151 is operated on the result screen, the display on the touch panel 26 switches from the battle screen to the normal screen.

[0092] 7B also has a ticket display area 145. The ticket display area 145 displays the number of tickets owned by the player (the number of tickets linked to the player ID), and also has a ticket use challenge operation unit 145a, a minus operation unit 145b, and a plus operation unit 145c. The ticket use challenge operation unit 145a, the minus operation unit 145b, and the plus operation unit 145c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.

[0093] When the ticket use challenge operation unit 145a, minus operation unit 145b, and plus operation unit 145c are enabled, each time the plus operation unit 145c is operated, the characters written on the ticket use challenge operation unit 145a are displayed increasing by one, such as "Use 2 tickets" or "Use 3 tickets." Also, each time the minus operation unit 145b is operated, the characters written on the ticket use challenge operation unit 145a are displayed decreasing by one, such as "Use 2 tickets" or "Use 1 ticket."

[0094] For example, when the text written on the ticket use challenge operation unit 145a is "Use 5 tickets," operating the ticket use challenge operation unit 145a consumes 5 tickets and 50 stamina, and the creation of a party on the party selection screen shown in Fig. 7C and the execution of a battle game on the battle screen shown in Fig. 8A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 8B is displayed. On this result screen, the items acquired in the 5 battle games are displayed together.

[0095] In this way, by consuming tickets, the battle games for which the player has earned three stars as clear information are skipped, and the battle games are treated as cleared. This allows the player to collect items in a shorter time.

[0096] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that, here, a basic communication processing for progressing the game and an example of a main communication processing related to free increase of parameters will be described, and a description of other processing will be omitted.

[0097] (Functional configuration of player terminal 1) 9 is a diagram for explaining the configuration of the storage unit 12 in the player terminal 1 and its functions as a computer. The storage unit 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0098] The terminal-side game control program includes a game execution control program 200, a battle game execution program 202, and a display control program 204. Note that the programs listed in Fig. 9 are just examples, and the terminal-side game control program includes many other programs.

[0099] The data storage area 12b is provided with a game information storage area 300 and a player information storage area 302 as storage areas for storing data. Note that the above-mentioned storage areas are merely examples, and the data storage area 12b is provided with many other storage areas.

[0100] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 200a, a battle game execution unit 202a, and a display control unit 204a.

[0101] Specifically, the CPU 10 runs a game execution control program 200, causing the computer to function as a game execution control unit 200a. Similarly, the CPU 10 runs a battle game execution program 202 and a display control program 204, causing them to function as a battle game execution unit 202a and a display control unit 204a, respectively.

[0102] The game execution control unit 200a controls the progress of the entire game. For example, when logging in, the game execution control unit 200a transmits login information to the server 1000. The game execution control unit 200a also controls the transition of the normal screen. When the game information of the entire game is updated, the game execution control unit 200a acquires the game information from the server 1000 and stores it in the game information storage unit 300. When the player information provided for each player playing the game is updated, the game execution control unit 200a acquires the player information from the server 1000 and stores it in the player information storage unit 302. Although details will be described later, in this embodiment, the player information includes equipment database information including information on equipment owned by the player, fragment database information including information on fragments owned by the player, and character database information including information on ally characters owned by the player.

[0103] The battle game executing unit 202a is responsible for control for executing the battle game. For example, the battle game executing unit 202a controls the actions of ally characters and enemy characters and derives damage points based on operations input to the player terminal 1.

[0104] The display control unit 204a generates a screen to be displayed on the touch panel 26, and causes the generated screen to be displayed on the touch panel 26. For example, the display control unit 204a updates the battle screen as the battle game progresses.

[0105] (Functional configuration of server 1000) 10 is a diagram for explaining the configuration of the storage unit 1012 in the server 1000 and its functions as a computer. The storage unit 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0106] The server-side game control program includes a game execution control program 1200, a battle game execution program 1202, an equipment creation control program 1206, and an equipment equipment control program 1208. Note that the programs listed in Fig. 10 are just examples, and the server-side game control program includes many other programs.

[0107] The data memory area 1012b is provided with a game information memory area 1300 and a player information memory area 1302 as memory areas for storing data. Note that the above-mentioned memory areas are merely examples, and the data memory area 1012b is provided with many other memory areas.

[0108] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1200a, a battle game execution unit 1202a, an equipment creation control unit 1206a, and an equipment equipment control unit 1208a.

[0109] Specifically, the CPU 1010 runs a game execution control program 1200, causing the computer to function as a game execution control unit 1200a. Similarly, the CPU 1010 runs a battle game execution program 1202, an equipment creation control program 1206, and an equipment equipment control program 1208, causing them to function as a battle game execution unit 1202a, an equipment creation control unit 1206a, and an equipment equipment control unit 1208a, respectively.

[0110] The game execution control unit 1200a controls the progress of the entire game. For example, when the game execution control unit 1200a receives login information from the player terminal 1, the game execution control unit 1200a enables the player terminal 1 to acquire the player information stored in the player information storage unit 1302 from the server 1000. When the game information of the entire game is updated, the game execution control unit 1200a reads the updated game information from the game information storage unit 1300 and enables the player terminal 1 to acquire the updated game information from the server 1000.

[0111] The battle game executing unit 1202a is responsible for control for executing the battle game.

[0112] When equipment is created based on the player's operation, the equipment creation control unit 1206a updates the player information stored in the player information storage unit 1302. Then, the equipment creation control unit 1206a makes it possible for the player terminal 1 to acquire the updated player information from the server 1000.

[0113] Fig. 11 is a diagram for explaining an example of equipment database information. As shown in Fig. 11, the equipment database information stored in the player information storage unit 1302 includes, for each of various pieces of equipment linked to a player ID, information indicating the name, the number of pieces owned by the player, and the number of times each piece has been created at the present time.

[0114] Fig. 12 is a diagram illustrating an example of fragment database information. As shown in Fig. 12, the fragment database information stored in the player information storage unit 1302 includes information indicating the name and the number of pieces owned by the player for each type of fragment linked to the player ID.

[0115] In this embodiment, as shown in Fig. 11, the ID of an equipment item is composed of five digits, with the highest digit being assigned the value "1". On the other hand, as shown in Fig. 12, the ID of an equipment piece is composed of five digits, with the highest digit being assigned the value "5". This makes it possible to easily identify whether an item is an equipment item or a piece by referring to the highest digit of the item's ID.

[0116] As shown in FIG. 11, normal equipment has a "1" assigned as the second digit from the top of its ID. Special equipment has a "5" assigned as the second digit from the top of its ID. This makes it easy to identify whether an item is normal equipment or special equipment by looking up the second digit from the top of the equipment ID.

[0117] As shown in FIG. 12, normal equipment pieces have a "1" assigned as the second digit from the top of their ID. Special equipment pieces have a "5" assigned as the second digit from the top of their ID. This makes it easy to identify whether an equipment piece is a normal equipment piece or a special equipment piece by looking up the second digit from the top of the ID.

[0118] In addition, in the battle game, when a player defeats an enemy character and acquires a fragment as a reward, the battle game executing unit 1202a updates the player information including the fragment database information shown in Fig. 12 based on the reward acquired by the player. Then, the updated player information is made available to the player terminal 1 from the server 1000.

[0119] When an equipment is equipped to an ally character owned by the player based on the player's operation, the equipment equipment control unit 1208a updates the player information stored in the player information storage unit 1302. Then, the updated player information is made available for the player terminal 1 to acquire from the server 1000.

[0120] Fig. 13 is a diagram for explaining an example of character database information. As shown in Fig. 13, the character database information stored in the player information storage unit 1302 includes, for each of the ally character IDs linked to the player ID, information indicating the character name, character level, star (rarity), equipment rank, and equipment status of the ally character. In this embodiment, as shown in Fig. 13, IDs indicating the currently equipped equipment are stored for each of the six equipment slots that can be equipped to the ally character as information indicating the equipment status of the equipment.

[0121] When equipment is equipped to an ally character owned by the player based on the player's operation, the equipment equipment control unit 1208a updates the ally character database information shown in Figure 13 and stores the ID of the equipment equipped to the ally character in a manner that corresponds to the frame of the corresponding equipment.

[0122] As described above, in this embodiment, the type of equipment that can be equipped is preset for each ally character according to the equipment rank. When the rank-up operation unit 39 is operated, the equipment rank is increased by 1, and it becomes possible to newly equip the ally character with up to six various equipment items corresponding to the increased equipment rank. When the equipment rank is increased based on the player's operation, the equipment equipment control unit 1208a clears the IDs of the equipment items in each frame that were equipped to the ally character before the rank-up in the ally character database information shown in FIG. 13, and adds 1 to the value of the equipment rank. As a result, when the equipment rank is increased, the equipment rank is increased by 1, and it becomes possible to newly equip the ally character with various equipment items corresponding to the increased equipment rank.

[0123] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing performed in the server 1000 is represented as Sn (n is an arbitrary integer).

[0124] Fig. 14 is a flowchart for explaining an example of the terminal-side battle game-related processing. As shown in Fig. 14, the battle game executing unit 202a of the player terminal 1 determines whether or not the player has performed an operation to start the battle game (P1-1). As a result, if the operation to start the battle game has not been performed (NO in P1-1), the battle game executing unit 202a ends the terminal-side battle game-related processing.

[0125] Furthermore, when an operation to start the battle game is performed (YES in P1-1), the battle game executing unit 202a transmits battle game start information to the server 1000 (P1-3). This start information includes party information selected by the player, battle game type information, and the like.

[0126] Then, the battle game executing unit 202a performs a battle game start process to start the battle game (P1-5). Here, for example, an area in the memory unit 12 for progressing the battle game is secured, and a predetermined program is read from the storage device 18 to the memory unit 12.

[0127] After that, the battle game executing unit 202a performs a battle game control process for controlling the battle game (P1-7). In this battle game control process, an update process for updating various information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and for example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms (milliseconds) to 33 ms. Furthermore, the display control unit 204a updates the battle screen as the battle game progresses.

[0128] Then, when the end condition of the battle game is met, the battle game executing unit 202a performs a battle game end process to end the battle game (P1-9). As the battle game end process, for example, the battle game executing unit 202a generates game result information including the outcome of the battle game.

[0129] The battle game executing unit 202a transmits the game result information to the server 1000 (P1-11).

[0130] The battle game executing unit 202a executes a player information acquisition process (P1-13) in the server 1000 to acquire updated player information based on the game result information. The player information includes reward information indicating the reward acquired by the player as a result of the battle game.

[0131] The battle game executing unit 202a executes a player information update process for updating the player information in the player information storage unit 302 based on the acquired player information (P1-15).

[0132] The display control unit 204a of the player terminal 1 displays a result screen on the touch panel 26 based on the reward information included in the updated player information (P1-17).

[0133] Fig. 15 is a flowchart for explaining an example of the server-side battle game-related processing. As shown in Fig. 15, the battle game executing unit 1202a of the server 1000 judges whether or not the battle game start information has been received from the player terminal 1. As a result, if the battle game start information has not been received (NO in S1-1), the process proceeds to step S1-5, which will be described later.

[0134] When the battle game start information is received (YES in S1-1), the battle game executing unit 202a executes a player information update process to update the player information based on the received battle game start information (S1-3). Here, for example, with the start of the battle game, the consumption of stamina required to play the battle game, the number of challenges per day, etc. are updated.

[0135] The battle game executing unit 1202a judges whether or not game result information has been received from the player terminal 1. As a result, if the game result information has not been received (NO in S1-5), the server-side battle game-related process is terminated.

[0136] If the game result information has been received (YES in S1-5), the battle game executing unit 202a executes a reward determination process for determining a reward corresponding to the completed battle game based on the received game result information (S1-7).

[0137] Furthermore, the battle game executing unit 1202a updates the fragment database information shown in Fig. 12 based on the reward determined in the above step S1-7 (S1-9). Note that the player information including the updated fragment database information is set so that the player terminal 1 can acquire it.

[0138] Fig. 16 is a flow chart for explaining an example of the terminal side equipment related processing. As shown in Fig. 16, the game execution control unit 200a of the player terminal 1 judges whether or not the creation operation unit 46 has been operated by the player (P3-1). As a result, if the creation operation unit 46 has not been operated (NO in P3-1), the game execution control unit 200a moves the processing to step P3-11 described later.

[0139] When the creation operation unit 46 is operated (YES in P3-1), the game execution control unit 200a transmits equipment creation information including information indicating the equipment to be created to the server 1000 (P3-3). As will be described in more detail below, the server 1000 updates the player information including the equipment database information and the fragment database information based on the equipment creation information.

[0140] The game execution control unit 200a executes a player information acquisition process in the server 1000 to acquire updated player information based on the equipment creation information (P3-5).

[0141] The game execution control unit 200a executes a player information update process for updating the player information in the player information storage unit 302 based on the acquired player information (P3-7).

[0142] The display control unit 204a of the player terminal 1 executes a display update process to update the display of the equipment acquisition pop-up 40 (for example, FIG. 5B) based on the equipment database information and piece database information included in the updated player information (P3-9).

[0143] The game execution control unit 200a judges whether or not the equipment operation unit 37b has been operated by the player (P3-11). If the equipment operation unit 37b has not been operated (NO in P3-11), the game execution control unit 200a ends the terminal-side equipment-related process.

[0144] When the equipment operation unit 37b is operated (YES in P3-11), the game execution control unit 200a transmits equipment equipment information including information indicating the ID of the equipment to be equipped and information indicating the ally character ID to be equipped to the server 1000 (P3-13). As will be described in detail later, the server 1000 updates the player information including the character database information when the equipment is a special equipment item that has been created a prescribed number of times based on the equipment equipment information. Also, the server 1000 updates the player information including the character database information and the equipment database information when the equipment is other than a special equipment item that has been created a prescribed number of times based on the equipment equipment information.

[0145] The game execution control unit 200a executes a player information acquisition process in the server 1000 to acquire updated player information based on the equipment equipment information (P3-15).

[0146] The game execution control unit 200a executes a player information update process for updating the player information in the player information storage unit 302 based on the acquired player information (P3-17).

[0147] The display control unit 204a of the player terminal 1 executes a display update process for updating the display of the ally character detail screen (eg, FIG. 6) based on the character database information and equipment database information included in the updated player information (P3-19).

[0148] The game execution control unit 200a may perform display on the touch panel 26 and various determinations based on the equipment database information, the fragment database information, and the character database information included in the player information stored in the player information storage unit 302. Specifically, for example, the game execution control unit 200a may display an ally character detail screen (FIG. 3C) based on the equipment database information. The game execution control unit 200a may also display an equipment acquisition pop-up 40 based on the equipment database information and the fragment database information. The game execution control unit 200a may also determine whether the number of times a special equipment item has been created has reached a specified number based on the equipment database information, and display the specified number display unit 50a. When the equipment operation unit 37b is operated, the game execution control unit 200a may determine whether the special equipment item whose number of times of creation has reached a specified number can be equipped, and display information regarding whether or not the special equipment item can be equipped, based on the equipment database information and the character database information. Furthermore, when various determinations are made on the player terminal 1 side, it may be possible to compare the results with those on the server 1000 side to determine whether or not they match. If the results of the determinations on the player terminal 1 side do not match those on the server 1000 side, an error may be notified.

[0149] Fig. 17 is a flow chart for explaining an example of the server-side equipment-related processing. As shown in Fig. 17, the equipment creation control unit 1206a of the server 1000 judges whether or not equipment creation information has been received from the player terminal 1 (S3-1). As a result, if equipment creation information has not been received (NO in S3-1), the equipment creation control unit 1206a proceeds to step S3-7, which will be described later.

[0150] When equipment creation information is received (YES in S3-1), the equipment creation control unit 1206a executes a fragment database information update process to update the fragment database information in the player information storage unit 1302 based on the received equipment creation information (S3-3). Specifically, based on the received equipment creation information, the fragment database information is updated by subtracting the number of fragments consumed to create the equipment to be created from the owned number linked to the ID of the fragment.

[0151] Furthermore, the equipment creation control unit 1206a executes an equipment database information update process for updating the equipment database information in the player information storage unit 1302 based on the received equipment creation information (S3-5). Specifically, based on the received equipment creation information, the equipment fragment database information is updated by adding one to the number of pieces of equipment owned that are the object of creation and adding one to the number of times that the equipment piece has been created.

[0152] The equipment equipment control unit 1208a judges whether or not the equipment equipment information has been received from the player terminal 1 (S3-7). As a result, if the equipment equipment information has not been received (NO in S3-7), the equipment equipment control unit 1208a ends the server-side equipment-related process.

[0153] When equipment equipment information is received (YES in S3-7), the equipment equipment control unit 1208a executes a character database information update process for updating the character database information in the player information storage unit 1302 based on the received equipment equipment information (S3-9). Specifically, based on the received equipment equipment information, the character database information is updated by storing the ID of the equipment so as to correspond to the slot of the equipment linked to the ally character ID to be equipped.

[0154] The equipment equipment control unit 1208a judges whether the equipment to be equipped is a special equipment based on the received equipment equipment information (S3-11). Specifically, the equipment equipment control unit 1208a judges whether the equipment is a normal equipment or a special equipment based on the information indicating the equipment ID included in the received equipment equipment information.

[0155] As a result, if the equipment to be equipped is not a special equipment, that is, is a normal equipment (NO in S3-11), the equipment equipment control unit 1208a advances the process to step S3-15, which will be described later.

[0156] Also, if the equipment to be equipped is special equipment (YES in S3-11), the equipment equipment control unit 1208a judges whether the number of times the special equipment to be equipped has been created has reached a prescribed number based on the received equipment equipment information (S3-13). Specifically, the equipment equipment control unit 1208a refers to the equipment database information, and judges whether the number of times the equipment has been created linked to the equipment ID is equal to or greater than a prescribed number based on the information indicating the equipment ID included in the received equipment equipment information.

[0157] As a result, if the number of times the special equipment to be equipped has been created reaches the specified number (YES in S3-13), the equipment equipment control unit 1208a ends the server-side equipment-related process. As a result, if the number of times the special equipment to be equipped has been created reaches the specified number, it becomes possible to equip the special equipment to an ally character without consuming it.

[0158] Also, if the number of times the special equipment to be equipped has been created has not reached the specified number (NO in S3-13), the equipment equipment control unit 1208a updates the equipment database information based on the received equipment equipment information. Specifically, the equipment database information is updated by subtracting the number of possessions linked to the ID of the equipment to be equipped based on the received equipment equipment information. As a result, if the number of times the special equipment to be equipped has been created has not reached the specified number, and if normal equipment is to be equipped, the equipment can be consumed and equipped to an ally character.

[0159] In addition, a function may be provided to automatically sell a special equipment item when the special equipment item is newly created or acquired as a reward after the number of times of creation of the special equipment item has reached a specified number. This makes it possible to suppress the possibility that a player will suffer a disadvantage when acquiring a new special equipment item that will not be consumed thereafter. In addition, when the special equipment item or a fragment is sold, a predetermined amount of in-game currency may be given to the player. In addition, a function may be provided to automatically sell a fragment for creating the special equipment item when the number of times of creation of the special equipment item has reached a specified number and a fragment for creating the special equipment item has been newly acquired as a reward. Alternatively, in a case where a fragment for creating the special equipment item has been newly acquired as a reward after the number of times of creation of the special equipment item has reached a specified number, the fragment may not be automatically sold.

[0160] As described above, the player terminal 1 is provided with a game execution control program 200, a battle game execution program 202, and a display control program 204. The player terminal 1 also includes a game execution control unit 200a, a battle game execution unit 202a, and a display control unit 204a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0161] The server 1000 is also provided with a game execution control program 1200, a battle game execution program 1202, an equipment creation control program 1206, and an equipment equipment control program 1208. The server 1000 also includes a game execution control unit 1200a, a battle game execution unit 1202a, an equipment creation control unit 1206a, and an equipment equipment control unit 1208a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0162] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0163] In the above embodiment, the predetermined game is a so-called battle game. However, the predetermined game is not limited to a battle game. The above technical matters can be applied to games of all genres, such as RPG (Roll Playing Game), simulation games, action games, racing games, rhythm games, etc.

[0164] In the above embodiment, the object is an equipment item. However, the object is not limited to an equipment item. For example, the object may be an item that changes only the appearance of an ally character owned by the player without strengthening the character.

[0165] In any case, the information processing program may be one that causes a computer to carry out the following processes. A process of linking one of a plurality of objects (equipment items), including a special object (special equipment item), to a player based on the execution of a specified content (battle game) within the game (in the above embodiment, as an example, S1-7, S1-9). A process of linking a special object with predetermined information (the number of times the special equipment has been created is equal to or greater than a predetermined number) upon the establishment of a predetermined condition (in the above embodiment, as an example, the number of times the special equipment has been created is equal to or greater than a predetermined number). A process of linking the same type of object (equipment) to each of a plurality of game contents (ally characters) based on an operation input by the player (S3-9 to S3-15 in the above embodiment, as an example). When a special object (special equipment) linked to specified information (a number of times created that is equal to or greater than a specified number) is linked to a game medium (ally character), the special object (special equipment) is not consumed, and when an object other than the special object linked to the specified information (normal equipment and special equipment the number of times created is less than a specified number) is linked to the game medium, the object (normal equipment and special equipment the number of times created is less than a specified number) is consumed (in the above embodiment, S3-9 to S3-15 are used as an example).

[0166] In the above embodiment, when the number of times of creation of the special equipment is equal to or greater than a prescribed number, the number of times of creation (predetermined information) equal to or greater than the prescribed number is linked to the special equipment, but the present invention is not limited to this. For example, when the number of times of creation of the special equipment is equal to or greater than a prescribed number, that is, when a predetermined condition set in advance is satisfied, a predetermined flag (predetermined information) may be linked to the special equipment. In this case, in step S3-13 of the above server-side equipment-related processing, the equipment equipment control unit 1208a may determine whether or not a predetermined flag is linked to the special equipment. Then, when a predetermined flag is linked to the special equipment (YES in S3-13), the equipment equipment control unit 1208a may end the server-side equipment-related processing. Also, when a predetermined flag is not linked to the special equipment (NO in S3-13), the equipment equipment control unit 1208a may move the processing to step S3-15.

[0167] Furthermore, the process of linking a special object (special equipment) with predetermined information (a number of times created that is equal to or greater than a prescribed number) may link the predetermined information (a number of times created that is equal to or greater than a prescribed number) to a special object (special equipment) that has been linked to a player a prescribed number of times. In the above embodiment, a case has been described in which a predetermined condition is satisfied when the number of times created has reached a prescribed number. However, the content of the predetermined condition is not limited to this. For example, a predetermined condition may be satisfied when the number of times special equipment has been equipped to an ally character has reached a preset prescribed number.

[0168] In the above embodiment, a case has been described in which special equipment items are managed with a common ID regardless of whether or not a prescribed number of times they have been created; however, the present invention is not limited to this.

[0169] FIG. 18 is a diagram for explaining an example of equipment database information in the modified example. The modified example differs from the above embodiment in that the number of times normal equipment is created is not counted. In addition, in the modified example, when the number of times special equipment is created reaches a specified number, a special equipment with a different ID from the special equipment is given to the player. Specifically, in the case shown in FIG. 18, when the number of times special equipment A (ID15001) is created reaches the specified number of 5 times, a special equipment A (ID15002) with a different ID is given to the player. At this time, as shown in FIG. 18, the number of special equipment A (ID15002) owned is set to ∞. In addition, the number of times special equipment A (ID15002) is created is not counted.

[0170] In addition, the special equipment A (ID15001) and the special equipment A (ID15002) are set to common values ​​for various parameters such as linked additional values. In other words, when an ally character is equipped with the special equipment A (ID15001) and when an ally character is equipped with the special equipment A (ID15002), the amount of change in the parameters by which the ally character is strengthened is common. In other words, in the modified example, the special equipment A (ID15001) and the special equipment A (ID15002) are different in whether or not they are consumed when equipped to an ally character.

[0171] 18, the number of times special equipment B (ID15003) has been created is 0, which does not reach the specified number, and therefore special equipment B (ID15004) has not yet been given to the player.

[0172] In the modified example, the number of special equipment A (ID15002) owned is set to ∞, but the number of special equipment A (ID15002) owned may be set to 1. Even in this case, the special equipment A (ID15002) is not consumed even if it is equipped to an ally character. Alternatively, the number of special equipment A owned may be set to a sufficiently large number such as 99999, so that it can be consumed virtually endlessly.

[0173] In the modified example, as shown in FIG. 18, the special equipment A (ID15001) and the special equipment A (ID15002) are assigned IDs so that the IDs are adjacent to each other. This makes it possible to easily distinguish between the special equipment A (ID15001) and the special equipment A (ID15002). After the special equipment A (ID15002) is created, when the player performs an operation to equip the special equipment A to an ally character, the special equipment A can be equipped to the ally character without consuming the special equipment A (ID15001) and the special equipment A (ID15002). In this case, in the above step S3-9, the special equipment A (ID15002) may be stored in the character database information shown in FIG. 13.

[0174] In a modified example, in step S3-5 of the server-side equipment-related process, when the number of times a special equipment item has been created reaches a specified number, a process may be executed to give the player a special equipment item with a different ID corresponding to the special equipment item. Specifically, for example, when the number of times a special equipment item A (ID15001) has been created reaches 5 times, the equipment database information in the player information storage unit 1302 may be updated so that the number of special equipment items A (ID15002) with a different ID owned by the player is updated to ∞.

[0175] That is, an object (piece of equipment) may be associated with parameters (various parameters such as an additional value) and identification information (ID) for identifying the object (piece of equipment). In addition, the special objects (special equipment) may include a first special object (special equipment A (ID15001)) linked to the first identification information (ID15001) and a second special object (special equipment A (ID15002)) linked to the second identification information (ID15002). In addition, the first special object (special equipment A (ID15001)) and the second special object (special equipment A (ID15002)) may be linked to a common parameter (various parameters such as an additional value). When a special object (special equipment A) that does not have specified information (number of times created that is greater than or equal to a prescribed number) linked to a game medium (ally character) is linked based on the player's operational input, a first special object (special equipment A (ID15001)) may be linked to the game medium (ally character). When a special object (special equipment A) with specified information (number of times created that is greater than or equal to a prescribed number) is linked to a game medium (ally character) based on the player's operational input, a second special object (special equipment A (ID15002)) may also be linked to the game medium (ally character).

[0176] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0177] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0178] 1 Player terminal 1000 servers S Information Processing System

Claims

1. A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; have a computer carry out Information processing program.

2. The process of linking the specific information to the special object includes: linking the predetermined information to the special object that has been linked to a player a prescribed number of times; The information processing program according to claim 1 .

3. The object is associated with a parameter and identification information for identifying the object, The special objects include a first special object associated with a first identification information and a second special object associated with a second identification information; The first special object and the second special object are linked to each other by the common parameter, When the special object to which the predetermined information is not linked is to be linked to the game medium based on an operation input by a player, the first special object is linked to the game medium; when linking the special object linked to the predetermined information to the game medium based on an operation input by a player, linking the second special object to the game medium; 3. The information processing program according to claim 1 or 2.

4. 1. An information processing method performed by one or more computers, comprising: The computer, A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; To carry out Information processing methods.

5. One or more computers; The computer, A process of associating one of a plurality of objects, including a special object, with a player based on execution of a predetermined content within the game; A process of associating predetermined information with the special object when a predetermined condition is satisfied; a process of associating the same type of object with each of a plurality of game media based on an operation input by a player; a process of not consuming the special object when the special object to which the predetermined information is linked is linked to the game medium, and consuming the object when an object other than the special object to which the predetermined information is linked is linked to the game medium; An information processing system that carries out the above.

Citation Information

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