Information processing device, information processing method, program, and information processing system
By enabling players to set evolution information for game objects through a setting screen, the information processing device addresses the limitations of conventional game systems, allowing for diverse and player-preferred game object evolution.
Patent Information
- Application Number
- JP2023147257
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-12
- Publication Date
- 2025-03-25
AI Technical Summary
Conventional game systems restrict the evolution of game objects within a predetermined evolution flow, limiting player choice and diversity in game object evolution.
An information processing device that allows players to set evolution information for game objects through a setting screen, enabling players to define the evolution of game objects based on their preferences and the progress of a training game.
This solution allows players to reflect their tastes in the evolution of game objects, diversifying the evolution process and enhancing player engagement and satisfaction.
Smart Images

Figure 2025040448000001_ABST
Abstract
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, in a training game, evolution control is known that branches the evolution flow so that a pre-evolution game object (character) can evolve into a plurality of types of game objects. For example, Patent Document 1 describes a game system that displays the evolution flow of a character and displays characters that have been trained differently from characters that have not been trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7038183 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional game systems, the game object to which a pre-evolutionary game object will evolve is determined in advance in an evolution flow, and therefore a player can only evolve a game object within the range determined in the evolution flow.
[0005] One of the objects of the present invention is to diversify the manner in which game objects can evolve. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention includes a display control unit that displays a setting screen on a player's terminal device for setting evolution information that defines one or more other game objects into which a game object will evolve, and a game control unit that evolves a game object operated by the player in accordance with the progress of a first game played by the player, based on the evolution information set based on input by the player on the setting screen. Effect of the Invention
[0007] According to one aspect of the present invention, the player's preferences can be reflected in the evolution mode of the game object, thereby making it possible to diversify the evolution mode of the game object. [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. 13 is a diagram showing an example of a player management table. [Figure 4B] FIG. 4 illustrates an example of a template management table. [Figure 4C] FIG. 13 is a diagram illustrating an example of a game object management table. [Diagram 5] FIG. 13 is a diagram showing an example of a template of evolution information. [Figure 6] 13 is a flowchart showing an example of evolution information setting processing executed by a control unit of the server. [Figure 7] FIG. 13 illustrates an example of a setting screen. [Figure 8] FIG. 13 illustrates an example of a setting screen. [Figure 9]FIG. 13 is a diagram showing an example of set evolution information. [Figure 10] FIG. 13 illustrates an example of a setting screen. [Figure 11] FIG. 13 is a diagram showing an example of a template of evolution information. [Figure 12] FIG. 13 is a diagram showing an example of a recommendation screen. [Figure 13] 13 is a flowchart illustrating an example of a placement recommendation process executed by a control unit of the server. [Figure 14] FIG. 13 is a diagram showing an example of a condition input screen. [Figure 15] FIG. 13 is a diagram illustrating an example of a search result screen. [Figure 16] FIG. 13 is a diagram showing a list of designation screens. 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 an appropriate number of terminal devices 20 capable of executing the processes described in this specification, for example, one or a plurality of terminal devices 20. In this specification, when the first terminal device 20a, the second terminal device 20b, and the third terminal device 20c are not distinguished from each other, they are collectively referred to simply as "terminal device 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 player 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. The first terminal device 20a, the second terminal device 20b, and the third terminal device 20c are, for example, used by different players.
[0014] <Game Service Overview> The information processing system 1 according to this embodiment can provide a player 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 player of the terminal device 20 can progress through the game, for example, by using game objects 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 players. Alternatively, a game may be a game in which players compete against each other, or a rule game in which a group of multiple players compete against each other. Furthermore, a game may be a game in which a player 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] In this embodiment, the game provided by the information processing system 1 includes a breeding game. A breeding game is a game in which a game object is evolved by progressing through the game. Evolution refers to changing the state of a game object. Evolution may particularly refer to changing a game object to a stronger state. Information such as attributes or parameters associated with the game object may change with the change in the state of the game object. In this embodiment, the term evolution is used for explanation, but evolution may be replaced with breeding or strengthening.
[0017] In a training game, a game object evolves when a predetermined condition is satisfied. The predetermined condition can be appropriately determined, and can be, for example, a parameter associated with the game object exceeding a predetermined threshold, clearing a predetermined stage, defeating a predetermined enemy, obtaining a predetermined item, associating a predetermined item with a game object, performing a predetermined process (e.g., synthesis, etc.) with a game object, consuming a predetermined value such as points or money, etc., but is not limited to these examples.
[0018] The game provided by the information processing system 1 may be entirely composed of a training game, or a part of the game provided by the information processing system 1 may be composed of a training game. When a part of the game provided by the information processing system 1 is composed of a training game, the game provided by the information processing system 1 is composed of a training game and another game (e.g., a fighting game). For example, the game provided by the information processing system 1 is composed of a training part which is a training game, and a battle part which is another game. The player trains a game object in the training part, and uses the game object trained in the training part in a battle in the battle part. In the game provided by the information processing system 1, the game progresses, for example, by alternating between the training part and the battle part.
[0019] Game objects include game media such as items, characters, or monsters. Game objects also include those that allow the player to change parameters of characters used in the game in real time during game play, such as recovering the physical strength of the character or increasing the attack power. Each game object is given, for example, an attribute that indicates the characteristics of the game object. Each game object may be given one attribute, or may be given two or more attributes. Also, each game object may be given two or more types of attributes.
[0020] <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.
[0021] 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).
[0022] 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.
[0023] 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.
[0024] 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.
[0025] <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.
[0026] The control unit 110 performs various controls related to the present embodiment. The control unit 110 includes a display control unit 111 and a game control unit 112. The display control unit 111 and the game control unit 112 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 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).
[0027] The display control unit 111 controls a screen to be displayed on the terminal device 20. The display control unit 111 generates, for example, a screen to be displayed on the terminal device 20 in accordance with the progress of the game or an operation input by the player. The display control unit 111 can cause the terminal device 20 to display the display screen by transmitting the generated display screen to the terminal device 20. The display control unit 111 causes the terminal device 20 to display, for example, a setting screen, which will be described later, etc.
[0028] The game control unit 112 controls the overall progress of the game. For example, the game control unit 112 progresses the game based on the operation of the player. Specifically, when the server 10 receives operation information of the player on the terminal device 20 via the communication I / F 103, the game control unit 112 progresses the game based on the operation information.
[0029] As the game progresses, the game control unit 112 updates a database (described later) stored in the storage unit 120. As described above, the games provided by the information processing system 1 include a training game. Therefore, the game control unit 112 controls the evolution state of the game objects by updating the database in accordance with the progress of the training game.
[0030] The specific control contents executed by the display control unit 111 and the game control unit 112 will be described later.
[0031] The storage unit 120 stores various types of information related to this embodiment. The storage unit 120 includes, for example, a player management table 121, a template management table 122, and a game object management table 123, as shown in FIG.
[0032] 4A is a diagram showing an example of the player management table 121. The player management table 121 stores information about players who use the information processing system 1. For example, the player management table 121 stores information about all players who have registered to use a game provided by the information processing system 1. The player management table 121 includes items such as a player ID, a player name, and owned game object information.
[0033] The player ID is an identifier for uniquely identifying a player in the server 10. The player name is the name of the player. The player name is, for example, a real name or a nickname input by the player at the time of registration. In the player management table 121, the player ID and the player name are newly set, for example, when the player registers to use a game provided by the information processing system 1. As an example, when a player newly registers to use a game, the game control unit 112 assigns a new player ID to the player and stores the player name in association with the player ID.
[0034] The owned game object information is information on game objects (hereinafter also referred to as "owned game objects") owned by a player identified by a player ID in a game provided by the information processing system 1. The player can acquire a game object, for example, when a predetermined condition is satisfied in the game. The predetermined condition may be, for example, clearing a predetermined game. The predetermined condition may be, for example, a parameter related to the player, such as the player's level, exceeding a predetermined value. Alternatively, the player may be configured to be able to acquire a game object by consuming, for example, currency or points used in the game. The player may be configured to be able to acquire a game object, for example, by a lottery means called gacha.
[0035] The owned game object information is indicated by, for example, a game object ID, which is an identifier for uniquely identifying a game object in the server 10, or a game object name, which is the name of the game object. In the example shown in Fig. 4A, the owned game object information is indicated by a game object ID. A player can own multiple game objects. When a player owns multiple game objects, the game object IDs of all game objects owned by the player are stored in the player management table 121 in association with the player ID.
[0036] For example, when a new game object is assigned to a player, the game control unit 112 stores the game object ID of the assigned game object in the player management table 121 in association with the player ID, thereby storing the owned game object information in association with the player.
[0037] 4B is a diagram showing an example of the template management table 122. The template management table 122 is created in advance, for example, by an administrator of the server 10 or a game provider, and stored in the storage unit 120. In the example shown in FIG 4B, the template management table 122 includes items such as a template ID and evolution information template.
[0038] The template ID is an identifier for uniquely identifying a template of evolution information on the server 10. Here, evolution information refers to information that defines one or more other game objects into which one game object will evolve. In other words, evolution information refers to information that defines a post-evolution game object relative to a pre-evolution game object.
[0039] The evolution information template is a fixed evolution phylogenetic tree that shows the evolutionary lineage of game objects. In other words, the template shows the relationship between pre-evolved game objects and evolved game objects. The evolution information template does not include game objects. The player can create a desired evolution phylogenetic tree by placing game objects in the evolution information template.
[0040] The storage unit 120 stores one or more evolution information templates in the template management table 122. In the example shown in FIG. 4B , the template management table 122 stores four evolution information templates. As will be described in detail below, a player creates an evolutionary tree by selecting one template from the multiple evolution information templates and placing a owned game object in the selected template. By creating an evolutionary tree, the player can set evolution information.
[0041] Details of the template will be described with reference to the example shown in FIG. 5. The template has a plurality of regions. The plurality of regions include a first region and a second region. The first region is a region for specifying one game object, and the second region is a region for specifying one or more other game objects into which the one game object will evolve. In other words, the first region is a region for specifying a pre-evolved game object, and the second region is a region for specifying an evolved game object that will evolve from the pre-evolved game object.
[0042] Each of the multiple regions includes one or more frames for arranging one or more game objects. In the example shown in FIG. 5, the evolution information template includes six frames, namely, a first frame F1, a second frame F2, a third frame F3, a fourth frame F4, a fifth frame F5, and a sixth frame F6. The evolution information template further includes lines connecting the frames, for example, as shown in FIG. 5. The lines indicate the evolution lineage (relationship) of the game objects. Specifically, the game objects arranged in the frames connected by the lines have a relationship between before and after evolution. For example, in FIG. 5, the first frame F1 is connected to the second frame F2 and the third frame F3 by lines. In this case, the game object arranged in the first frame F1, which is the first region, evolves into a game object arranged in the second frame F2 or the third frame F3, which is the second region. Similarly, the second frame F2 is connected to the fourth frame F4 and the fifth frame F5 by lines. In this case, the game object placed in the second frame F2, which is the first area, evolves into a game object placed in the fourth frame F4 or the fifth frame F5, which is the second area. The same applies to the other frames. In this way, the lines connect the frames included in the first area with the frames included in the second area that have an evolvable relationship. Therefore, the lines show the evolvable relationship.
[0043] The first and second areas indicate the relative positional relationship between the pre-evolution and post-evolution game objects, and do not indicate an absolute specific hierarchy of the template. Therefore, the first and second areas indicate different frames depending on which frame in the template is considered to be the first or second area.
[0044] More specifically, the example shown in FIG. 5 is described below. In the template, the frames are divided into a plurality of hierarchical levels. The hierarchical levels are identifiable by their display positions. For example, in the example shown in FIG. 5, the frames are divided into three hierarchical levels. The lowest hierarchical level is shown in the lower part of the template, the next lowest hierarchical level is shown in the middle part of the template, and the highest hierarchical level is shown in the upper part of the template. Each hierarchical level indicates an evolutionary stage of a game object. That is, the lowest hierarchical level is a stage where the game object has not evolved. This evolutionary stage is also referred to as "LV1" in this specification. In FIG. 5, the first frame F1 is arranged at the LV1 stage. The next lowest hierarchical level is a stage where the game object has evolved once. This evolutionary stage is also referred to as "LV2" in this specification. In FIG. 5, the second frame F2 and the third frame F3 are arranged at the LV2 stage. The highest hierarchical level is a stage where the game object has evolved twice. This evolutionary stage is also referred to as "LV3" in this specification. In Fig. 5, the fourth frame F4, the fifth frame F5, and the sixth frame F6 are arranged at the stage of LV3. That is, in this specification, a game object can evolve up to two stages from the stage of LV1. Note that the evolution stage does not necessarily have to be three stages, and may be two stages or four stages or more.
[0045] In the template, lines connect frames arranged in different layers. Lines may connect only frames arranged in adjacent layers. For example, in the example shown in FIG. 5, lines connect frames of LV1 stage and LV2 stage, and frames of LV2 stage and LV3 stage, but do not connect frames of LV1 stage and LV3 stage. In this case, the game object does not evolve directly from the LV1 stage to the LV3 stage, but evolves to the LV3 stage via the LV2 stage. However, lines may connect frames arranged in non-adjacent layers. In this case, the game object can evolve directly to a non-adjacent stage, such as from the LV1 stage to the LV3 stage.
[0046] 4B, a plurality of evolution information templates are stored in the template management table 122. The plurality of evolution information templates each have a different arrangement of frames and / or lines, and thus have different evolutionary lineages.
[0047] FIG. 4C is a diagram showing an example of the game object management table 123. The game object management table 123 is created in advance by, for example, an administrator of the server 10 or a game provider, and is stored in the storage unit 120. The game object management table 123 stores information about game objects used in a game provided by the server 10. The game object management table 123 stores parameters of each game object in the state of an initial value. In the example shown in FIG. 4C, the game object management table 123 includes items such as a game object ID, a game object name, image data, an LV1 status, an LV2 status, an LV3 status, an LV2 evolution condition, an LV3 evolution condition, a LV1 other object recommended condition before evolution, a LV2 other object recommended condition before evolution, a LV2 other object recommended condition after evolution, and a LV3 other object recommended condition after evolution.
[0048] The game object ID is an identifier for uniquely identifying a game object in the server 10. The game object name is the name of each game object. The game object name is, for example, the name of a character that is a game object. The image data is data of an image that represents each game object.
[0049] The LV1 status, LV2 status, and LV3 status are information about the status of the game object associated with them when the game object is placed in each evolution stage. Specifically, the LV1 status is the status of the game object when the game object is placed in the LV1 evolution stage. Similarly, the LV2 status is the status of the game object when the game object is placed in the LV2 evolution stage, and the LV3 status is the status of the game object when the game object is placed in the LV3 evolution stage.
[0050] In this embodiment, as shown in FIG. 4C, the status is indicated by one or more parameters at each evolution stage of each game object. For example, the status includes a first parameter and a second parameter. Each parameter may be given a meaning that exerts a predetermined effect in the game. For example, the first parameter is the physical strength of the game object, and the second parameter is the combat power of the game object. However, the number of parameters included in the status is not limited to two, and may be one or three or more. In addition, the meaning of each parameter is not limited to the example shown here, and may be an appropriate one, such as experience points, attack power, defense power, etc.
[0051] The LV2 evolution condition and the LV3 evolution condition are information indicating the condition for evolving the game object associated therewith into the game object when the game object is placed in each evolution stage. For example, the LV2 evolution condition indicates the condition for evolving from another game object of LV1 into the game object of LV2 when the game object is placed in the evolution stage of LV2. Specifically, in FIG. 4C, the "LV2 evolution condition" of a game object with a game object name of "GA" is "first parameter is 150 or more". This means that when the game object "GA" is placed in the evolution stage of LV2, and the game object is set to be evolvable into the game object "GA", and the other game object placed at LV1 satisfies the condition "first parameter is 150 or more", when the first parameter of the other game object becomes 150 or more, the other game object evolves into the game object "GA". The LV3 evolution condition is also the same as the LV2 evolution condition, except that the evolution stage is different.
[0052] The evolution condition does not necessarily have to be determined using the first parameter. The evolution condition may be determined using, for example, the second parameter, or may be determined using both the first parameter and the second parameter. Alternatively, the evolution condition may be determined using an index other than the status. For example, the evolution condition may be associating a predetermined item with the game object, or consuming a predetermined value such as points or money.
[0053] The pre-evolution LV1 other object recommended condition, the pre-evolution LV2 other object recommended condition, the post-evolution LV2 other object recommended condition, and the pre-evolution LV3 other object recommended condition are examples of recommended conditions. The recommended conditions are conditions recommended for other game objects for each evolution stage, at the evolution stage before the evolution stage or at the evolution stage after the evolution stage. The recommended conditions are set in advance, for example, for each game object. In this example, the pre-evolution LV1 other object recommended condition and the pre-evolution LV2 other object recommended condition are conditions recommended for other game objects at the evolution stage before the evolution stage, and the post-evolution LV2 other object recommended condition and the pre-evolution LV3 other object recommended condition are conditions recommended for other game objects at the evolution stage after the evolution stage.
[0054] Specifically, the pre-evolution LV1 other object recommended condition and the pre-evolution LV2 other object recommended condition are information indicating recommended conditions for other game objects to be placed in the game object associated therewith so as to be able to evolve. For example, the pre-evolution LV1 other object recommended condition indicates a recommended condition for other game objects to be placed in the LV1 evolution stage so as to be able to evolve into the game object when the game object is placed in the LV2 evolution stage. Specifically, in FIG. 4C, the "pre-evolution LV1 other object recommended condition" for a game object named "GA" is "first parameter is 100 or more". This means that when the game object "GA" is placed in the LV2 evolution stage, a game object that satisfies the condition that the first parameter is 100 or more is recommended as another game object to be placed in the LV1 evolution stage so as to be able to evolve into the game object "GA". The pre-evolution LV2 other object recommended condition is also the same as the pre-evolution LV1 other object recommended condition, except that the evolution stage is different.
[0055] The pre-evolution LV1 other object recommended condition and the pre-evolution LV2 other object recommended condition may be determined according to the evolution condition of the game object associated therewith. For example, the LV2 evolution condition of a game object with a game object name of "GA" is that the first parameter is 150 or more, as shown in FIG. 4C. This means that when the first parameter of the LV1 other game object is 150 or more, it evolves into the LV2 game object "GA". Therefore, in order to facilitate evolution into the LV2 game object "GA", it is preferable that the first parameter of the LV1 other game object is within a predetermined range close to 150. The predetermined range can be appropriately determined, but is assumed to be 50 here, for example. In this case, the pre-evolution LV1 other object recommended condition can be set to 100 or more, which is within the range of 150 to 50, based on the LV2 evolution condition "the first parameter is 150 or more".
[0056] The evolved LV2 other object recommended condition and the pre-evolution LV3 other object recommended condition are information indicating recommended conditions for other game objects to be placed in an evolutionary stage of LV2 so as to be evolvable from the game object associated with them. For example, the evolved LV2 other object recommended condition indicates a recommended condition for other game objects to be placed in an evolutionary stage of LV2 so as to be evolvable from the game object when the game object is placed in an evolutionary stage of LV1. Specifically, in FIG. 4C, the "evolved LV2 other object recommended condition" for a game object named "GA" is "first parameter is 100 or less". This means that when the game object "GA" is placed in an evolutionary stage of LV1, a game object that satisfies the condition that the first parameter is 100 or less is recommended as another game object to be placed in an evolutionary stage of LV2 so as to be evolvable from the game object "GA". The evolved LV3 other object recommended condition is also the same as the evolved LV2 other object recommended condition, except that the evolutionary stage is different.
[0057] The LV2 other object recommended condition after evolution and the LV3 other object recommended condition after evolution may be determined according to the status of the game object associated therewith. For example, the LV1 status of a game object with a game object name of "GA" is a first parameter of 50 as shown in FIG. 4C. Therefore, in order to facilitate evolution from the LV1 game object "GA", it is preferable that the LV2 other game object has a first parameter within a predetermined range close to 50. The predetermined range can be determined as appropriate, but is assumed to be 50 here, for example. In this case, the LV2 other object recommended condition after evolution can be set to 100 or less, which is within a range of 50 to 50, for the first parameter, based on the LV1 status "first parameter: 50".
[0058] The above-mentioned recommended conditions do not necessarily have to be determined using the first parameter, and may be determined using the second parameter, for example.
[0059] <Evolution information setting process> Next, an example of the evolution information setting process will be described. FIG. 6 is a flow chart showing an example of the evolution information setting process executed by the control unit 110 of the server 10. The control unit 110 of the server 10 executes the evolution information setting process based on an input operation by the player to the terminal device 20. Specifically, when the server 10 receives operation information indicating the contents of a predetermined operation input by the player to the terminal device 20 via the communication I / F 103, the control unit 110 of the server 10 executes an appropriate process according to the operation information, thereby executing the evolution information setting process. The specific process contents will be described with reference to FIG. 6.
[0060] When setting evolution information, the player performs operational input for setting the evolution information on the terminal device 20. Based on the operational input, the control unit 110 of the server 10 causes the terminal device 20 of the player to display a setting screen for setting the evolution information.
[0061] For example, the display control unit 111 includes a list of evolution information templates in a setting screen and causes the terminal device 20 to display the list (Step S11). Specifically, the display control unit 111 refers to the template management table 122 shown in FIG. 4B to generate a setting screen including a list of the templates stored in the template management table 122. Then, the display control unit 111 transmits information about the generated setting screen to the terminal device 20, thereby causing the terminal device 20 to display the list of templates.
[0062] Fig. 7 is a diagram showing an example of a setting screen, specifically, a diagram showing an example of a setting screen including a list of templates. On the screen shown in Fig. 7, all of the multiple templates shown in Fig. 4B are displayed as a list. The player performs an operation input to select one template on the setting screen shown in Fig. 7.
[0063] The display control unit 111 accepts the selection of one template based on an operation input by the player to the terminal device 20 to select one template (Step S12). Here, it is assumed that the player has selected a template with a template ID of "TID001."
[0064] Then, the display control unit 111 causes the one template selected in step S12 to be displayed on the terminal device 20 (step S13). Specifically, the display control unit 111 causes the one template selected from the one or more templates to be displayed on the setting screen, thereby causing the one template to be displayed on the terminal device 20.
[0065] Furthermore, the display control unit 111 causes the terminal device 20 to display a setting screen including game objects associated with the player (i.e., game objects owned by the player) (step S14). Specifically, the display control unit 111 refers to the player management table 121 shown in Fig. 4A and generates a setting screen including a list of owned game objects associated with the player ID received from the terminal device 20. The display control unit 111 transmits information about the generated setting screen to the terminal device 20, thereby causing the terminal device 20 to display the list of owned game objects.
[0066] In this embodiment, the display control unit 111 executes step S13 and step S14 simultaneously. That is, the display control unit 111 generates a setting screen including the selected template and a list of owned game objects, and causes the terminal device 20 to display the generated setting screen.
[0067] FIG. 8 is a diagram showing an example of a setting screen, specifically, a diagram showing an example of a setting screen including one selected template and a list of owned game objects. As shown in FIG. 8, one template selected by a player is displayed on the upper side of the setting screen. A list of owned game objects of the player is displayed on the lower side of the setting screen. In the example shown in FIG. 8, the list of owned game objects is shown by the game object names of the owned game objects. However, the list of owned game objects may be displayed by any information related to the owned game objects that can be recognized by the player, and may be displayed by images of the game objects, for example.
[0068] 8, only the game object names of the owned game objects are displayed in the list of owned game objects, but various information related to the owned game objects, such as the status and evolution conditions of the owned game objects, may be displayed. Alternatively, for example, when a player performs an operation to select one owned game object from the list of owned game objects, various information related to the selected one owned game object may be displayed on the terminal device 20. Note that the various information related to the owned game objects is, for example, information stored in the game object management table 123 shown in FIG. 4C.
[0069] The player sets the evolution information on the setting screen shown in Fig. 8. For example, the player sets the evolution information by placing the owned game objects displayed on the setting screen in one or more frames of the template displayed on the setting screen. At this time, the player can place a desired owned game object in a desired frame. This allows the player to create a desired evolution phylogenetic tree.
[0070] For example, the player can place the owned game objects displayed on the setting screen in the template frame by a drag-and-drop operation. However, the operation for placing the owned game objects is not limited to this and other appropriate operations can be used.
[0071] The game control unit 112 of the server 10 accepts placement of the owned game object on the template, based on an operation input by the player to place the owned game object on the template (step S15).
[0072] The game control unit 112 sets evolution information based on the arrangement accepted in step S15 (step S16). Specifically, the game control unit 112 places one or more game objects associated with the player (i.e., owned game objects) in one or more frames included in the selected template based on the arrangement accepted in step S15. FIG. 9 is a diagram showing an example of the set evolution information. The game control unit 112 creates an evolutionary tree, for example, as shown in FIG. 9, based on the operation input by the player to place the owned game objects on the template. The created evolutionary tree is the evolution information set based on the operation input by the player.
[0073] In this way, the player can set the evolution information by performing operation input on the setting screen. In setting the evolution information, for example, as in the above example, the player can place the owned game objects in the desired frames of the template. Therefore, the player can create a desired evolution phylogenetic tree. For example, the player can determine on the evolution phylogenetic tree which game object can evolve from which game object. Thus, according to the information processing system 1, it is possible to reflect the taste of the player in the evolutionary mode of the game objects, and to diversify the evolutionary mode of the game objects.
[0074] The game control unit 112 may control the game so that the same owned game object cannot be placed multiple times in the same template. In other words, the game control unit 112 may allow only one owned game object to be placed in one template. In this case, the same owned game object is not placed multiple times in one template. This makes it possible to prevent evolution information from being dominated by, for example, a single or a small number of types of game objects, and to prevent a decrease in the game nature of the breeding game.
[0075] <Processing in the training game> After setting the evolution information, the player plays the first game, which is a training game (training part). In the first game, the game control unit 112 evolves the game object operated by the player according to the progress of the first game played by the player, based on the set evolution information.
[0076] Specifically, at the start of the first game, the game control unit 112 sets the game object to be operated by the player as the game object arranged in the evolution stage of LV1 in the evolution information. For example, in the example shown in FIG. 9, a game object with the game object name "GA" is arranged in the first frame F1 of the evolution stage of LV1. Therefore, at the start of the first game, the game control unit 112 sets the game object "GA" as the game object to be operated by the player. That is, the player starts playing the first game using the game object "GA". In the first game, the player operates the game object "GA" to progress through the game.
[0077] The game control unit 112 changes the status of the game object "GA" operated by the player as the first game progresses. For example, the game control unit 112 changes the first parameter and / or the second parameter of the game object "GA" in response to the player defeating an enemy or obtaining an item in the first game. When the game object "GA" satisfies the LV2 evolution condition of the game object placed at the LV2 evolution stage in the evolution information, the game control unit 112 evolves the game object operated by the player from the game object "GA" to a game object for which the LV2 evolution condition is satisfied. The game control unit 112 can determine whether the LV2 evolution condition is satisfied by referring to the game object management table 123 shown in FIG. 4C, for example.
[0078] For example, suppose that the first parameter of the game object "GA" reaches 200 as the first game progresses. With reference to the game object management table 123 in FIG. 4C, the LV2 evolution condition for the game object "GB" placed at the LV2 evolution stage in the evolution information in FIG. 9 is "first parameter is 200 or more." Therefore, when the game control unit 112 determines with reference to the game object management table 123 in FIG. 4C that the first parameter of the game object "GA" has reached 200 or more, it evolves the game object "GA" at the LV1 evolution stage into the game object "GB" at the LV2 evolution stage.
[0079] In addition, the game control unit 112 may control the game object operated by the player so that it cannot be restored to the state before evolution when the game object is evolved. In other words, the game control unit 112 may control the game object so that it cannot be devolved. In addition, when a plurality of game objects are arranged at the same evolution stage, the game control unit 112 may control the game object operated by the player so that it cannot be evolved into another game object at the same evolution stage when the game object operated by the player is evolved into one of the plurality of game objects. In other words, when a plurality of game objects are arranged at the same evolution stage, the game control unit 112 may control the game object operated by the player so that it can be evolved into only one of the game objects. For example, in the example shown in FIG. 9, the game object "GB" and the game object "GF" are arranged at the evolution stage of LV2, but when the game object operated by the player is evolved into the game object "GB", it cannot be evolved into the game object "GF". Similarly, when the game control unit 112 evolves the game object operated by the player into the game object "GF", it cannot evolve it into the game object "GB".
[0080] The game control unit 112 evolves the game object operated by the player from the game object "GA" at the LV1 evolution stage to the game object "GB" at the LV2 evolution stage, and then proceeds with the first game using the game object "GB" at the LV2 evolution stage. When the game object "GB" satisfies the LV3 evolution condition of the game object arranged at the LV3 evolution stage in the evolution information, the game control unit 112 evolves the game object operated by the player from the game object "GB" to the game object for which the LV3 evolution condition is satisfied. In the example shown in FIG. 9, the game objects that can be evolved from the game object "GB" and arranged at the LV3 evolution stage are the game object "GC" and the game object "GD". Therefore, the game control unit 112, for example, refers to the game object management table 123 shown in FIG. 4C to determine whether the LV3 evolution condition of the game object "GC" or the game object "GD" is satisfied. Depending on the result of the determination, the game control unit 112 evolves the game object "GB" at the LV2 evolution stage into a game object "GC" or a game object "GD" at the LV3 evolution stage. Note that the specific process for evolving to the LV3 evolution stage is the same as that for evolving to the LV2 evolution stage, and therefore the description thereof will be omitted here.
[0081] Note that the game control unit 112 does not necessarily have to evolve the game object operated by the player in the first game to the evolution stage of LV3. For example, when the play time or the number of plays of the first game is limited, and the game object operated by the player does not satisfy the LV2 evolution condition or the LV3 evolution condition, the game control unit 112 may stop the evolution of the game object operated by the player at the time when the first game ends (i.e., when the play time or the number of plays ends). In this case, the game control unit 112 can set the evolution stage of the game object operated by the player at the time when the first game ends as the training result of the first game. In this case, the evolution stage of the game object operated by the player is the evolution stage of LV1 or the evolution stage of LV2.
[0082] After the training game (training part) which is the first game ends, the game control unit 112 executes, for example, a battle part which is another game, using the training result in the first game. In the other game, a game object as the training result of the first game is used. For example, if the game object to be operated by the player as the training result of the first game is a game object "GC" at an evolution stage of LV3, the player plays the other game using the game object "GC" at an evolution stage of LV3. Therefore, in this case, the player operates the game object "GC" at an evolution stage of LV3 to, for example, fight.
[0083] <Placing game objects in a template> In the above example described with reference to FIG. 6, it has been described that the player places the owned game objects in the frames of the selected template. However, the placement in the template does not necessarily have to be performed by the player. For example, the player may only specify the game objects to be placed in the template, and the game control unit 112 may place the specified game objects in the frames of the template. In other words, the game control unit 112 may set evolution information by placing the game objects specified by the player from among one or more game objects associated with the player (i.e., owned game objects) in each of one or more frames included in the selected template.
[0084] In this case, the process is the same as the above example up to the point that the player selects a template and the display control unit 111 displays the selected template and the game objects owned by the player on the terminal device 20. That is, steps S11 to S14 in FIG. 6 are the same as the above example.
[0085] 10 is a diagram showing an example of a setting screen, specifically, a diagram showing an example of a setting screen including one selected template and a list of owned game objects when the game control unit 112 places game objects in the frames of templates. As shown in FIG. 10, one template selected by a player is displayed on the upper side of the setting screen. On the lower side of the setting screen, a list of game objects owned by the player is displayed. These points are the same as in FIG. 8.
[0086] On the other hand, in the example shown in Fig. 10, an instruction is displayed on the setting screen requesting the player to specify game objects from among the owned game objects. The player specifies one or more game objects from among the owned game objects, for example, on the setting screen shown in Fig. 10. For example, the player specifies the same number of game objects as there are frames included in the template. In this example, the player specifies six game objects.
[0087] For example, suppose that the player specifies six game objects with game object names "GA", "GB", "GC", "GD", "GF", and "GH". The game control unit 112 places the specified game objects in the frames of the selected template. The game control unit 112 can place the game objects in the template in a variety of ways.
[0088] For example, the game control unit 112 randomly arranges game objects in each frame of the template. In this case, the player can specify game objects, but cannot predict their arrangement on the template, so the player can enjoy the fun of potentially generating unexpected evolution information.
[0089] Alternatively, for example, the game control unit 112 places game objects in each frame of the template according to a predetermined criterion. The predetermined criterion can be determined appropriately, and can be, for example, a criterion using the status of the game objects.
[0090] For example, the predetermined criterion is that a game object having a higher status in a higher evolutionary stage is placed in a frame of a hierarchy of a higher evolutionary stage. In this case, the game control unit 112 refers to the game object management table 123 shown in FIG. 4C, for example, and places a game object having a higher status in a hierarchy of a higher evolutionary stage. For example, the game control unit 112 refers to the LV3 status (for example, the first parameter) of the specified game object and selects the top three game objects having higher LV3 status. Then, the game control unit 112 places the selected three game objects in the LV3 evolutionary stage frame of the template shown in FIG. 10. Next, the game control unit 112 refers to the LV2 status of the three unselected game objects and selects the top two game objects having higher LV2 status. Then, the game control unit 112 places the selected two game objects in the LV2 evolutionary stage frame of the template shown in FIG. 10. Finally, the game control unit 112 places the remaining one game object in the LV1 evolutionary stage frame of the template shown in FIG. 10. In this way, the game control unit 112 places game objects with higher status at higher evolution stages in frames of higher evolution stages. As a result, since the status of game objects placed at higher evolution stages is high, it is possible to set evolution information that enables game objects to grow into game objects with higher status as they evolve in the breeding game.
[0091] For example, the predetermined criterion is that a game object having a higher status in a lower evolutionary stage is placed in a frame of a hierarchy of a lower evolutionary stage. In this case, the game control unit 112 refers to the game object management table 123 shown in FIG. 4C, for example, and places a game object having a higher status in a lower evolutionary stage in a frame of a hierarchy of a lower evolutionary stage. For example, the game control unit 112 refers to the LV1 status (e.g., the first parameter) of the specified game object and selects one top game object having a higher LV1 status. Then, the game control unit 112 places the selected one game object in the LV1 evolutionary stage frame of the template shown in FIG. 10. Next, the game control unit 112 refers to the LV2 status of the five unselected game objects and selects two top game objects having higher LV2 status. Then, the game control unit 112 places the two selected game objects in the LV2 evolutionary stage frame of the template shown in FIG. 10. Finally, the game control unit 112 places the remaining three game objects in the LV3 evolutionary stage frame of the template shown in FIG. 10. In this way, the game control unit 112 places game objects with higher status at lower evolution stages in frames of lower evolution stage hierarchies. As a result, since the game objects placed at lower evolution stages have higher status, it becomes easier to evolve game objects in the breeding game. In other words, it is possible to set evolution information that makes it easier to evolve game objects in the breeding game.
[0092] For example, the predetermined criterion is that the game objects to be placed on the template are placed so as to be easier to evolve based on the evolution conditions of each game object. In this case, the game control unit 112 refers to the status and evolution conditions of each game object at each evolution stage in the game object management table 123 shown in FIG. 4C, for example. Based on the status and evolution conditions at each evolution stage, the game control unit 112 places the designated game object on the template so that the game object is easier to evolve in the breeding game. This allows the game control unit 112 to automatically set evolution information that is easier to evolve using the designated game object based on the status and evolution conditions, even if the player does not refer to the status and evolution conditions of each game object himself.
[0093] Note that a plurality of predetermined criteria may be prepared in advance, and the player may select one of the plurality of predetermined criteria. In this case, the game control unit 112 sets the evolution information based on the criteria specified by the player, so that it becomes easier to set the evolution information that reflects the player's preferences.
[0094] As described above, the player can specify a game object, and the game control unit 112 can place the specified game object on a template. This allows the player's preferences to be reflected in the game objects to be placed, while the game control unit 112 executes placement on the template, reducing the burden on the player of placing the game objects themselves.
[0095] In the example described here, it has been described that the player specifies a game object to be placed on a template, and the game control unit 112 places the specified game object on the selected template. However, the player may only select a template without specifying a game object to be placed on the template. In this case, the game control unit 112 may automatically select a game object to be placed on the template from the owned game objects based on one template selected by the player and the game objects owned by the player, and place the selected game object on the template.
[0096] In this case, the game control unit 112 places the game objects in each frame of the template according to a predetermined standard. For example, the game control unit 112 refers to the status and evolution conditions of each game object at each evolution stage in the game object management table 123 shown in Fig. 4C, for example, and selects and places game objects in the template so that the game objects are more likely to evolve in the training game. In this case, the burden of specifying game objects can be further reduced for the player.
[0097] <Placement Recommendations> The game control unit 112 does not necessarily place a specified game object in the template, but may recommend the placement of a game object owned by the player in the template.
[0098] For example, the game control unit 112 generates a recommendation screen for recommending the placement of game objects in the one template whose selection has been accepted, based on the one template whose selection has been accepted and one or more game objects (i.e., owned game objects) associated with the player. The game control unit 112 can generate the recommendation screen according to a predetermined criterion. For example, the game control unit 112 refers to the status, evolution conditions, and recommended conditions at each evolution stage of each game object in the game object management table 123 shown in FIG. 4C, and generates a recommendation screen that recommends the placement of game objects in the template so that game objects are more likely to evolve in the training game. For example, the recommendation screen displays an evolution phylogenetic tree (hereinafter also referred to as a "recommended phylogenetic tree") in which the player's owned game objects are placed in all the frames of the selected template.
[0099] The display control unit 111 causes the terminal device 20 of the player to display the recommendation screen generated by the game control unit 112. For example, the display control unit 111 causes the terminal device 20 to display an evolutionary tree in which the game objects owned by the player are arranged in all the frames of the selected template. This allows the player to know the arrangement of game objects recommended in the template. That is, the server 10 can support the player in setting the evolution information. For example, when adopting an arrangement recommended in the recommendation screen (i.e., a recommended phylogenetic tree), the player performs an operation input indicating the adoption of the recommended arrangement to the terminal device 20. The game control unit 112 determines the recommended arrangement (recommended phylogenetic tree) as the evolution information based on the operation input.
[0100] The game control unit 112 may accept at least a partial rearrangement of the arrangement in the recommended system tree. For example, when the player performs an operation input on the terminal device 20 to rearrange the game objects to be arranged in the frames of the template or to rearrange the arrangement of the game objects in the recommended system tree, the game control unit 112 performs the rearrangement based on the operation input. This makes it easier to reflect the player's preferences in the recommended system tree.
[0101] The game control unit 112 may accept a designation of a game object by a player, and determine the arrangement of the game objects on the recommended screen based on the designated game object. For example, the game control unit 112 determines the arrangement on the recommended screen based on whether or not one or more game objects associated with the player (i.e., owned game objects) include a game object that satisfies a recommendation condition set for the game object designated by the player. An example of the process executed by the game control unit 112 in this case will be described with reference to FIG. 11.
[0102] Fig. 11 is a diagram showing an example of a template of evolution information, and is a diagram showing an example of a template different from that of Fig. 5. Specifically, the template in Fig. 11 is a template associated with the template ID "TID004" in the template management table 122 shown in Fig. 4B.
[0103] The template shown in FIG. 11 includes six frames, namely, a first frame F11, a second frame F12, a third frame F13, a fourth frame F14, a fifth frame F15, and a sixth frame F16. The first frame F11 is arranged at the evolution stage of LV1, the second frame F12, the third frame F13, the fourth frame F14, and the fifth frame F15 are arranged at the evolution stage of LV2, and the sixth frame F16 is arranged at the evolution stage of LV3. The first frame F11 is connected to the second frame F12, the third frame F13, the fourth frame F14, and the fifth frame F15 by lines. In addition, the third frame F13 and the fourth frame F14 are connected to the sixth frame F16 by lines. 11, a game object placed in the first frame F11 can evolve into a game object placed in the second frame F12, the third frame F13, the fourth frame F14, and the fifth frame F15, and a game object placed in the third frame F13 and the fourth frame F14 can evolve into a game object placed in the sixth frame F16. On the other hand, since the second frame F12 and the fifth frame F15 are not connected by a line to the frame placed in the LV3 evolution stage, the game objects placed in the second frame F12 and the fifth frame F15 cannot evolve into the LV3 evolution stage.
[0104] For example, suppose that the player selects a template and specifies one or more game objects. Here, suppose that the game object "GA" is specified as one or more game objects. In this case, the game control unit 112 determines the recommended content for the placement of the specified game object "GA" based on the frame placement of the selected template (i.e., the evolution lineage shown by the frame and lines) and the status (here, LV1 status, LV2 status, and LV3 status) and recommended conditions (here, LV1 other object recommended conditions before evolution, LV2 other object recommended conditions before evolution, LV2 other object recommended conditions after evolution, and LV3 other object recommended conditions after evolution) of each owned game object associated with the player.
[0105] For example, referring to the game object management table 123 shown in FIG. 4C, the "recommended condition for LV2 other objects after evolution" for the game object "GA" is "the first parameter is 100 or less". This indicates that when the game object "GA" is placed in the evolution stage of LV1, the recommended condition for other game objects to be placed in the evolution stage of LV2 so as to be able to evolve from the game object "GA" is "the first parameter is 100 or less". Also, in the template shown in FIG. 11, the frame placed in the evolution stage of LV1 is connected by lines to four frames (i.e., the second frame F12, the third frame F13, the fourth frame F14, and the fifth frame F15) placed in the evolution stage of LV2. In other words, the game object placed in the evolution stage of LV1 can be evolved into four game objects placed in the evolution stage of LV2. Based on such arrangement of the template frames, the status of the owned game objects, and the recommendation conditions, the game control unit 112 determines that the game object "GA" is placed at the LV1 evolution stage in the recommendation screen when there are four or more game objects whose LV2 status satisfies the condition "first parameter is 100 or less" among the player's owned game objects. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object "GA" in the first frame F11, which is the LV1 evolution stage in the template of FIG. 11. The game control unit 112 may generate a recommendation screen that recommends placing the game object "GA" in the first frame F11, as well as placing a game object whose LV2 status satisfies the condition "first parameter is 100 or less" at the LV2 evolution stage.
[0106] In the template shown in FIG. 11, there are four frames in which game objects can be arranged so as to be evolved from the first frame F11: the second frame F12, the third frame F13, the fourth frame F14, and the fifth frame F15. In this case, as described above, the game control unit 112 may determine to arrange the game object "GA" at the LV1 evolution stage on the recommendation screen when the game objects owned by the player include four or more game objects that satisfy the condition "the first parameter is 100 or less" which is the condition for recommending other objects after evolution to LV2. However, the game control unit 112 may determine to arrange the game object "GA" at the LV1 evolution stage on the recommendation screen when the game objects owned by the player include a predetermined number (e.g., two or three) or more game objects that satisfy the condition "the first parameter is 100 or less" which is the condition for recommending other objects after evolution to LV2. In these cases, too, it is possible to recommend an arrangement of game objects that makes more effective use of the game objects owned by the player.
[0107] The recommended placement can be indicated in various ways, for example, by changing the display mode of the frame for which the placement is recommended, such as changing the frame line from a thin line to a thick line, changing the frame line from a solid line to a dotted line, changing the color of the frame line, or changing the shape of the frame line.
[0108] Based on the same concept, for example, referring to the game object management table 123 shown in FIG. 4C, the "pre-evolution LV2 other object recommended condition" of the game object "GA" is "first parameter is 200 or more". This indicates that when the game object "GA" is placed at the LV3 evolution stage, the recommended condition for other game objects to be placed at the LV2 evolution stage so as to be able to evolve into the game object "GA" is "first parameter is 200 or more". Also, in the template shown in FIG. 11, the frame placed at the LV3 evolution stage is connected by lines to two frames (i.e., the third frame F13 and the fourth frame F14) placed at the LV2 evolution stage. In other words, the game object placed at the LV3 evolution stage can be evolved from the two game objects placed at the LV2 evolution stage. Based on such arrangement of the template frames, the status of the owned game objects, and the recommended conditions, the game control unit 112 determines that, when there are two game objects whose LV2 status satisfies the condition "first parameter is 200 or more" among the player's owned game objects, the game control unit 112 places the game object "GA" in the LV3 evolution stage on the recommendation screen. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object "GA" in the sixth frame F16, which is the LV3 evolution stage in the template of FIG. 11. The game control unit 112 may generate a recommendation screen that recommends placing the game object "GA" in the sixth frame F16, as well as placing game objects whose LV2 status satisfies the condition "first parameter is 100 or less" in the third frame F13 and the fourth frame F14.
[0109] In the template shown in FIG. 11, there are two frames, the third frame F13 and the fourth frame F14, in which an evolvable game object can be placed in the sixth frame F16. Therefore, when the game objects owned by the player include two or more game objects that satisfy the pre-evolution LV2 other object recommendation condition of "first parameter is 200 or more", the game control unit 112 may determine to place the game object "GA" at the LV3 evolution stage on the recommendation screen. In this case, if there is only one game object that satisfies the pre-evolution LV2 other object recommendation condition of "first parameter is 200 or more", the game control unit 112 determines not to place the game object "GA" at the LV3 evolution stage on the recommendation screen. This makes it possible to recommend the placement of game objects that make more effective use of the game objects owned by the player.
[0110] For example, referring to the game object management table 123 shown in Fig. 4C, the "pre-evolution LV1 other object recommended condition" of the game object "GA" is "first parameter is 100 or more", and the "post-evolution LV3 other object recommended condition" is "first parameter is 200 or less". In addition, in the template shown in Fig. 11, as frames to be placed at the LV2 evolution stage, there are frames (i.e., the third frame F13 and the fourth frame F14) connected by a line to the sixth frame F16 to be placed at the LV3 evolution stage, and frames (i.e., the second frame F12 and the fifth frame F15) not connected by a line to the sixth frame F16 to be placed at the LV3 evolution stage. Based on such arrangement of the template frames, the status of the owned game objects, and the recommended conditions, the game control unit 112 determines that the game object "GA" is placed in the third frame F13 or the fourth frame F14 of the LV2 evolution stage on the recommendation screen when the game objects owned by the player include a game object whose LV1 status satisfies the condition "first parameter is 100 or more" and a game object whose LV3 status satisfies the condition "first parameter is 200 or less". On the other hand, when the game objects owned by the player include a game object whose LV1 status satisfies the condition "first parameter is 100 or more" and a game object whose LV3 status satisfies the condition "first parameter is 200 or less", the game control unit 112 determines that the game object "GA" is placed in the second frame F12 or the fifth frame F15 of the LV2 evolution stage on the recommendation screen. The game control unit 112 generates a recommendation screen that recommends placing the game object "GA" in the LV2 evolution stage in the template of FIG. 11 according to the determined contents.
[0111] The game control unit 112 may generate a recommendation screen by combining a plurality of the above-mentioned examples. For example, when the game control unit 112 determines to place the game object "GA" at the LV1 evolution stage and at the LV3 evolution stage by the method described in the above-mentioned example, the game control unit 112 generates a recommendation screen that recommends placing the game object "GA" in the first frame F11 and the sixth frame F16. In this way, the game control unit 112 can recommend a position for placing the game object designated by the player in relation to other owned game objects.
[0112] FIG. 12 is a diagram showing an example of a recommendation screen. In the example shown in FIG. 12, a frame for which a placement is recommended in a selected template for a game object "GA" specified by a player is indicated by a broken line. Specifically, in the example shown in FIG. 12, a first frame F11, which is an evolutionary stage of LV1, and a sixth frame F16, which is an evolutionary stage of LV3, are indicated by a broken line as frames for which placement is recommended. The game control unit 112 generates a recommendation screen as shown in FIG. 12, and the display control unit 111 causes the terminal device 20 to display the recommendation screen, whereby the player can know a recommended placement for the specified game object.
[0113] Furthermore, when the placement of one or more game objects is specified, the game control unit 112 can recommend placement of other game objects in the template other than the one or more game objects based on the placements specified for the one or more game objects. The processing of first to third examples of such cases will be described.
[0114] As a first example, when a first game object is placed in the area of the second evolution stage of a template, the game control unit 112 determines a game object recommended for placement in the area of the first evolution stage prior to the second evolution stage to which the first game object evolves, based on a recommendation condition set for the first game object. Here, for example, it is assumed that the second evolution stage is the evolution stage of LV2, and the first evolution stage is the evolution stage of LV1. It is also assumed that the first game object is the game object "GA" designated by the player. In other words, it is assumed that the player has designated to place the game object "GA" in the area of the second evolution stage (any of the second frame F12, the third frame F13, the fourth frame F14, or the fifth frame F15 in the example of FIG. 11).
[0115] For example, as shown in the game object management table 123 in FIG. 4C, the pre-evolution LV1 other object recommendation condition associated with the game object "GA" is "first parameter is 100 or more." When the game objects owned by the player include a game object whose LV1 status satisfies the condition "first parameter is 100 or more," the game control unit 112 determines that the game object that satisfies the above condition should be placed in the LV1 evolution stage on the recommendation screen. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object that satisfies the above condition in the first frame F11, which is the LV1 evolution stage in the template in FIG. 11.
[0116] Even if the second evolution stage is an LV3 evolution stage and the first evolution stage is an LV2 evolution stage, the same processing as in the above example can be executed. Specifically, as shown in the game object management table 123 in FIG. 4C, the pre-evolution LV2 other object recommendation condition associated with the game object "GA" is "first parameter is 200 or more". Therefore, as in the above example, when the game objects owned by the player include a game object whose LV2 status satisfies the condition "first parameter is 200 or more", the game control unit 112 determines on the recommendation screen to place the game object that satisfies the condition in a frame (the third frame F13 or the fourth frame F14 in the template shown in FIG. 11) that can evolve to the LV3 evolution stage among the LV2 evolution stages. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object that satisfies the condition in the third frame F13 or the fourth frame F14.
[0117] As a second example, when a first game object is placed in the area of the first evolution stage of the template, the game control unit 112 determines a game object recommended for placement in the area of the second evolution stage that is later than the first evolution stage evolved from the first game object, based on a recommendation condition set for the first game object. Here, for example, it is assumed that the first evolution stage is the evolution stage of LV1, and the second evolution stage is the evolution stage of LV2. It is also assumed that the first game object is the game object "GA" designated by the player. In other words, it is assumed that the player has designated to place the game object "GA" in the area of the first evolution stage (first frame F11 in the example of FIG. 11).
[0118] For example, as shown in the game object management table 123 in FIG. 4C, the evolved LV2 other object recommendation condition associated with the game object "GA" is "first parameter is 100 or less." When the game objects owned by the player include a game object whose LV2 status satisfies the condition "first parameter is 100 or less," the game control unit 112 determines to place the game object that satisfies the condition in the LV2 evolution stage in the recommendation screen. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object that satisfies the condition in the second frame F12, the third frame F13, the fourth frame F14, or the fifth frame F15, which is the LV2 evolution stage in the template in FIG. 11.
[0119] Even if the first evolution stage is an LV2 evolution stage and the second evolution stage is an LV3 evolution stage, the same processing as in the above example can be executed. Specifically, as shown in the game object management table 123 in FIG. 4C, the evolved LV3 other object recommendation condition associated with the game object "GA" is "first parameter is 200 or less". Therefore, as in the above example, when the game objects owned by the player include a game object whose LV3 status satisfies the condition "first parameter is 200 or less", the game control unit 112 determines that the game object that satisfies the condition is placed in the LV3 evolution stage on the recommendation screen. Specifically, in the template in FIG. 11, the frame for the LV3 evolution stage is the sixth frame F16, so the game control unit 112 generates a recommendation screen that recommends placing the game object that satisfies the condition in the sixth frame F16.
[0120] As a third example, when a first game object is placed in the first evolution stage area of the template and a second game object is placed in the third evolution stage area in which the first game object can evolve, the game control unit 112 determines a game object recommended for placement in the second evolution stage area between the first and third evolution stages, which evolves from the first game object and evolves into the second game object, based on the recommended conditions set for the first and second game objects, respectively. Here, for example, it is assumed that the first evolution stage is the evolution stage of LV1, the second evolution stage is the evolution stage of LV2, and the third evolution stage is the evolution stage of LV3. It is also assumed here that the player has designated a game object "GB" as the first game object and a game object "GC" as the second game object. In other words, here, the player specifies that the game object "GB" is to be placed in the first evolution stage area (first frame F11 in the example of FIG. 11), and the game object "GC" is to be placed in the third evolution stage area (sixth frame F16 in the example of FIG. 11).
[0121] For example, as shown in the game object management table 123 of FIG. 4C, the recommended condition for the LV2 other object after evolution associated with the game object "GB" is "the first parameter is 150 or less". This indicates that when the game object "GB" is placed in the evolution stage of LV1, the recommended condition for the other game object to be placed in the evolution stage of LV2 so as to be able to evolve from the game object "GB" is "the first parameter is 150 or less". Also, as shown in the game object management table 123 of FIG. 4C, the recommended condition for the LV2 other object before evolution associated with the game object "GC" is "the first parameter is 110 or more". This indicates that when the game object "GC" is placed in the evolution stage of LV3, the recommended condition for the other game object to be placed in the evolution stage of LV2 so as to be able to evolve to the game object "GC" is "the first parameter is 110 or more". When the game objects owned by the player include game objects that satisfy these conditions, the game control unit 112 determines that the game objects that satisfy the conditions are placed in the frame of the evolution stage between LV1 and LV3 on the recommendation screen. In other words, when the game objects owned by the player include a game object whose LV2 status satisfies the condition that "the first parameter is 110 or more and 150 or less", the game control unit 112 determines that the game object that satisfies the condition should be placed in the third frame F13 or the fourth frame F14, which are frames for the intermediate evolution stage between LV1 and LV3, on the recommendation screen. In this case, based on the determination, the game control unit 112 generates a recommendation screen that recommends placing the game object that satisfies the condition in the third frame F13 or the fourth frame F14 in the template of FIG.
[0122] FIG. 13 is a flow chart showing an example of the arrangement recommendation process executed by the control unit 110 of the server 10, specifically, a flow showing an example of the process of the third example described above. As shown in FIG. 13, the game control unit 112 of the server 10 judges whether or not there are frames in which game objects are arranged in the previous and next evolution stages in a selected template (step S21). For example, in the example shown in FIG. 11, when the player designates game objects to be arranged in the first frame F11 and the sixth frame F16, the third frame F13 and the fourth frame F14 are in a state in which game objects are arranged in the frames of the previous and next evolution stages. Therefore, in this case, the game control unit 112 judges that there are frames in which game objects are arranged in the previous and next evolution stages.
[0123] When it is determined that there is a frame in which a game object is placed in the previous or next evolution stage (Yes in step S21), the game control unit 112 determines whether or not there is a game object owned by the player that satisfies the recommended condition (step S22). Specifically, the game control unit 112 refers to the player management table 121 and the game object management table 123 to determine whether or not there is a game object owned by the player that satisfies the "post-evolution LV2 other object recommended condition" of the game object placed in the previous evolution stage (the first frame F11 in the example shown in FIG. 11) of the frame in which a game object is placed in the previous or next evolution stage and satisfies the "pre-evolution LV2 other object recommended condition" of the game object placed in the next evolution stage (the sixth frame F16 in the example shown in FIG. 11).
[0124] When the game control unit 112 determines that there is a owned game object that satisfies the recommendation condition (Yes in step S22), it recommends the owned game object that satisfies the recommendation condition (step S23). That is, the game control unit 112 generates a recommendation screen that recommends the owned game object that satisfies the recommendation condition. The generated recommendation screen is displayed on the player's terminal device 20 by the display control unit 111.
[0125] On the other hand, if the game control unit 112 determines that there is no owned game object that satisfies the recommendation condition (No in step S22), it determines that there is no recommended game object (step S24). In this case, the game control unit 112 does not need to generate a recommendation screen. Alternatively, the game control unit 112 may generate a screen indicating that there is no recommended game object. The screen indicating that there is no recommended game object is displayed on the terminal device 20 by the display control unit 111.
[0126] If the game control unit 112 determines that there is no frame in which a game object is placed in the previous or next evolution stage (No in step S21), it may end the flow in FIG. 13 without executing any specific process.
[0127] The game control unit 112 can recommend a placement of game objects according to the characteristics of the game objects by generating a recommendation screen as explained in the first to third examples above.
[0128] In the embodiment described above, the player sets the evolution information using a template created in advance. However, the evolution information does not necessarily have to be set using a template created in advance. For example, the game control unit 112 may control the player to be able to freely create a template. In this case, the player can create a template according to his / her own taste, and the degree of freedom in setting the evolution information is expanded. Also, a template does not necessarily have to be used, and for example, the game control unit 112 may set the evolution information by allowing the player to freely set an evolution lineage using the owned game object. In this case, the degree of freedom in setting the evolution information is also expanded.
[0129] <Filter templates> In the above embodiment, the server 10 may provide the player with a function for narrowing down the templates. Narrowing down the templates is a function that extracts templates that satisfy conditions specified by the player from multiple templates shown in the template management table 122 of FIG. 4B, for example, and presents them to the player. In this case, the display control unit 111 causes the terminal device 20 to display templates that satisfy the conditions specified by the player.
[0130] For example, the display control unit 111 causes the terminal device 20 to display, from among one or more templates, a template that satisfies a condition related to the number of game objects that can be specified at the evolution stage specified by the player. Specifically, the display control unit 111 first causes the terminal device 20 to display a condition input screen that allows the player to input conditions.
[0131] Fig. 14 is a diagram showing an example of a condition input screen. The condition input screen has an input field for inputting conditions for a template to be searched. Here, an input field is provided for inputting conditions related to the number of game objects that can be specified at each evolution stage, that is, the number of frames arranged at each evolution stage in the template. Specifically, in the example shown in Fig. 14, an input field is provided for inputting conditions related to the number of frames arranged at the LV3 evolution stage (the number of game objects at LV3) and the number of frames arranged at the LV2 evolution stage (the number of game objects at LV3).
[0132] In the condition input screen, the player can input conditions regarding the number of slots arranged in the LV3 evolution stage and the number of slots arranged in the LV2 evolution stage. For example, the player can input a minimum quantity and / or a maximum quantity as a condition regarding the number of slots arranged in the LV3 evolution stage. The same applies to the number of slots arranged in the LV2 evolution stage. When the player performs an operation input to select the search button 30 after inputting the conditions, information regarding the conditions input by the player is transmitted from the terminal device 20 to the server 10.
[0133] When the display control unit 111 receives information about the conditions input by the player, it extracts templates that match the input conditions from the template management table 122 shown in FIG. 4B based on the information about the conditions. For example, assume that the player inputs the conditions that the number of frames arranged at the LV3 evolution stage is two or more and the number of frames arranged at the LV2 evolution stage is two or more. In this case, the display control unit 111 extracts templates that satisfy the conditions from multiple templates stored in the template management table 122. With reference to FIG. 4B, the templates that have two or more frames arranged at the LV3 evolution stage and two or more frames arranged at the LV2 evolution stage are two templates with template IDs "TID001" and "TID003". Therefore, the display control unit 111 causes the terminal device 20 to display the two extracted templates as search results, for example, as shown in FIG. 15.
[0134] The player can perform an operational input to select one template on the search result screen shown in FIG. 15. Based on that operational input, information about the selected template is sent from the terminal device 20 to the server 10. In the server 10, the game control unit 112 accepts the selection of one template based on the operational input (corresponding to step S12 in FIG. 6). The processing after accepting the selection of the template may be the same as in the above embodiment.
[0135] The narrowing down of templates does not necessarily have to be performed based on the conditions described here, and may be performed based on other conditions. For example, when the total number of frames included in a template is different among a plurality of templates, the narrowing down may be performed based on the total number of frames.
[0136] In this way, by the display control unit 111 displaying templates that satisfy the conditions on the terminal device 20, the player can easily identify the desired template from among multiple templates.
[0137] <Template Recommendations> In the above embodiment, the server 10 may recommend a specific template based on the conditions input by the player. In this case, the control unit 110 may cause the player to specify a owned game object to be placed on the template before selecting a template. That is, in the above embodiment, the player is caused to select a template, and then to select a owned game object and place it on the template, but the control unit 110 may cause the player to specify a owned game object first, and then recommend a template to the player according to the specified owned game object. Here, an example will be described in which the player specifies a game object and an evolution stage as conditions, and a template is recommended based on the specified conditions.
[0138] In this case, the display control unit 111 displays on the terminal device 20 a designation screen for allowing the player to designate game objects and evolution stages to be placed on the template. FIG. 16 is a diagram showing an example of the designation screen. As shown in FIG. 16, a list of game objects owned by the player is displayed on the lower side of the designation screen. The player designates game objects to be placed on the template from among the owned game objects. The number of game objects to be designated is the same as the number of frames of the template. At this stage, the template has not yet been decided, but if the number of frames is the same for all templates as shown in the template management table 122 of FIG. 4B, for example, the number of game objects to be designated can be the number of frames of these templates. Specifically, in this example, the number of game objects to be designated is six. The display control unit 111 displays the game objects designated by the player on the upper side of the designation screen as shown in FIG. 16.
[0139] The control unit 110 of the server 10 further allows the player to specify, for each of the specified game objects, an evolution stage at which the game object is to be placed. In FIG. 16, the specified evolution stage is displayed adjacent to the game object for which the evolution stage is specified. Specifically, in the example shown in FIG. 16, "LV1" is specified as the evolution stage for the game object "GA". This indicates that the player has specified that the game object "GA" should be placed in the frame that is placed in the LV1 evolution stage. In addition, "LV3" is specified as the evolution stage for the game object "GH". This indicates that the player has specified that the game object "GH" should be placed in the frame that is placed in the LV3 evolution stage.
[0140] Note that the player may specify evolution stages for all of the specified game objects, or may specify evolution stages for only some of the specified game objects. In the example shown in Fig. 16, the player specifies evolution stages for only some of the specified game objects (i.e., only two game objects).
[0141] When the player performs an operation input to confirm the designation of a game object and an evolution stage, such as performing an operation input to select a confirm button (not shown), information on the designated game object and evolution stage is transmitted from the terminal device 20 to the server 10. Upon receiving this information, the display control unit 111 causes the terminal device 20 to display, from among one or more templates, a predetermined template that is determined based on the game object designated by the player from among the owned game objects and the evolution stage designated by the player for the designated game object.
[0142] For example, the display control unit 111 extracts templates that can place a specified game object at a specified evolution stage from the templates shown in the template management table 122 of FIG. 4B. For example, assume that an evolution stage is specified for all of the six game objects specified by the player. As an example, assume that two game objects with an evolution stage of LV3, three game objects with an evolution stage of LV2, and one game object with an evolution stage of LV1 are specified. In this case, two frames are required for the evolution stage of LV3, three frames for the evolution stage of LV2, and one frame for the evolution stage of LV1. Therefore, the display control unit 111 extracts templates that have two frames for the evolution stage of LV3, three frames for the evolution stage of LV2, and one frame for the evolution stage of LV1 from the templates stored in the template management table 122. In the example shown in the template management table 122 of FIG. 4B, only the template with the template ID "TID002" corresponds to this, so the display control unit 111 extracts the template with the template ID "TID002". Then, the display control unit 111 causes the extracted template to be displayed on the terminal device 20. As a result, the display control unit 111 recommends the template with the template ID "TID002" to the player.
[0143] The display control unit 111 may extract an appropriate template based on the specified game object and the specified evolution stage, and recommend the template to the player. Here, the appropriate template is a template that makes it easier to proceed with the training game, and is, for example, a template that can be arranged so that the evolution of the game object can be advantageously advanced (i.e., it is easy to evolve). For example, in the example shown in FIG. 16, for the game object "GA", "LV1" is specified as the evolution stage, and for the game object "GH", "LV3" is specified as the evolution stage. Furthermore, as game objects to be arranged in the template, the game objects "GB", "GC", "GD", and "GF" are specified. In this case, the display control unit 111 extracts, for example, game objects that are easy to evolve to the game object "GH" at the LV3 evolution stage from among the game objects "GB", "GC", "GD", and "GF". Specifically, the display control unit 111 extracts game objects that are easy to evolve to the game object "GH" at the LV3 evolution stage by referring to the LV3 evolution conditions associated with the game object "GH" and the LV2 other object recommended conditions before evolution in the game object management table 123 shown in FIG. 4C. For example, the display control unit 111 extracts game objects that satisfy the pre-evolution LV2 other object recommendation conditions associated with the game object "GH" from among the game objects "GB", "GC", "GD", and "GF". Here, for example, it is assumed that two game objects are extracted from among the game objects "GB", "GC", "GD", and "GF". This means that two game objects from among the game objects "GB", "GC", "GD", and "GF" are determined to be appropriate as LV2 evolution stage game objects that can evolve into the LV3 evolution stage game object "GH". In this case, the display control unit 111 extracts a template in which two LV2 evolution stage frames are connected by a line to one LV3 evolution stage frame in which the game object "GH" should be placed.Specifically, in the example shown in the template management table 122 of FIG. 4B, the display control unit 111 extracts a template with a template ID of "TID002" and a template with a template ID of "TID004". This is because in these two templates, there is a portion where one frame of the LV3 evolution stage is connected by a line to two frames of the LV2 evolution stage. The display control unit 111 causes the two extracted templates to be displayed on the terminal device 20. As a result, the display control unit 111 recommends the template with the template ID "TID002" and the template with the template ID "TID004" to the player.
[0144] The display control unit 111 causes the extracted template to be displayed on the terminal device 20. In this way, the display control unit 111 can recommend a template. The extracted template can be displayed using, for example, a screen similar to that shown in FIG. 15 described above.
[0145] The player can perform an operational input to select one template on the displayed screen. Based on that operational input, information about the selected template is sent from the terminal device 20 to the server 10. In the server 10, the game control unit 112 accepts the selection of one template based on that operational input.
[0146] The game control unit 112 places the game objects specified by the player in the accepted template. In this case, the game control unit 112 may, for example, accept an input from the player regarding the placement of all of the newly specified game objects in the template.
[0147] Alternatively, the game control unit 112 may place in the template in advance game objects for which an evolution stage is specified on the specification screen shown in, for example, FIG. 16, and accept input for placement in the template only for game objects for which an evolution stage is not specified. In this case, in the example shown in FIG. 16, "LV1" is specified as the evolution stage for the game object "GA", and "LV3" is specified as the evolution stage for the game object "GH". Therefore, the game control unit 112 places in advance the game object "GA" in the LV1 evolution stage frame, places the game object "GH" in the LV3 evolution stage frame, and accepts input for placement in the template for the other game objects "GB", "GC", "GD", and "GF".
[0148] Alternatively, the game control unit 112 may place the game objects in the placement that was the basis for extracting the template to be recommended. For example, in the above example, when recommending the template with the template ID "TID002" and the template with the template ID "TID004", two game objects among the game objects "GB", "GC", "GD", and "GF" are determined to be appropriate as game objects of the LV2 evolution stage that can evolve into the game object "GH" of the LV3 evolution stage. Therefore, the game control unit 112 may place the game object "GH" in the LV3 evolution stage frame, and place the two game objects determined to be appropriate as game objects of the LV2 evolution stage that can evolve into the game object "GH" of the LV3 evolution stage in the LV2 evolution stage frame that is connected to the game object "GH" by a line with the LV3 evolution stage frame.
[0149] In this way, the display control unit 111 can support the player in selecting a template by recommending templates based on the conditions input by the player.
[0150] <Associating a GameObject with a template> In the above embodiment, each of the multiple game objects may be associated with one or more templates among the multiple templates stored in the template management table 122 of the storage unit 120. For example, in the object management table 123 shown in FIG. 4C, each game object may be associated with one or more of the four templates shown in the template management table 122 of FIG. 4B. The association between game objects and templates is determined in advance, for example, by the provider of the game, and stored in the storage unit 120.
[0151] When the player performs an operation input to designate one of the owned game objects, the game control unit 112 may display a template associated with the designated game object on the setting screen based on the operation input. That is, the game control unit 112 presents the template associated with the designated game object to the player by displaying it on the terminal device 20. The player sets evolution information using the presented template. Note that, if multiple templates are presented, the player selects one template and sets evolution information using the selected template. In this way, when the player selects a game object, templates associated with the game object are presented, so it is possible to support the player in selecting a template. That is, it becomes easier for the player to select a template.
[0152] The game control unit 112 can set attributes of the game object placed in the template frame according to the game object designated by the player. For example, for each game object, how attributes are set for the game object placed in the template frame is determined in advance. Examples of attributes include imparting a special ability that can be used in the game to the game object placed in the template frame, or increasing or decreasing a parameter (for example, a first parameter or a second parameter included in the status). However, the attribute is not limited to the example shown here, and can be any attribute that can be imparted to a game object. In this way, by setting attributes according to the game object designated by the player, additional elements can be added to the game object placed in the template according to the designated game object. Since the additional elements differ for each designated game object, the diversity of the game is expanded according to the game object designated by the player.
[0153] The game control unit 112 may set attributes of the game objects placed in the template frames depending on the area in which each of the game objects is placed. For example, the game control unit 112 may set different attributes depending on whether the game object is placed at an LV1 evolutionary stage, an LV2 evolutionary stage, or an LV3 evolutionary stage. This allows for a greater strategic expansion of the game object placement strategy, since the attributes that are set change depending on the area in which the game object is placed.
[0154] <Changes after evolution information generation> After the evolution information is generated, the game control unit 112 may change the generated evolution information. The game control unit 112 can change the evolution information based on, for example, a predetermined operation input by a player. The game control unit 112 may control the change of the evolution information to be executable when, for example, a predetermined condition is satisfied.
[0155] For example, when a predetermined condition is satisfied after the start of play of the training game (training part) which is the first game, the game control unit 112 controls a game object newly associated with the player by a second game different from the first game so as to be replaceable with another game object arranged in an area in which the game object operated by the player can evolve. Since evolution information needs to be generated in order to play the training game which is the first game, the game control unit 112 can control the game object so as to be replaceable when a predetermined condition is satisfied after the evolution information is generated and play of the first game is started. The predetermined condition can be appropriately determined, and can be, for example, the use (consumption) of a predetermined item, the consumption of a predetermined value such as points or money, etc., but is not limited to these examples.
[0156] The game control unit 112 can execute a second game different from the first game during playing of the first game or separately from the first game, based on, for example, an operation input by the player. The second game may be a game different from the first game, for example, a battle game or a lottery. The game control unit 112 can grant a new game object to the player according to the progress of the second game. Specifically, the game control unit 112 can grant a new game object to the player by associating the new game object with the player in the player management table 121 shown in FIG. 4A. The game control unit 112 can grant a new game object as a reward or grant a new game object determined by lottery, for example, when a predetermined condition is satisfied in a battle game (for example, when the game is cleared).
[0157] The game control unit 112 controls the new game object thus given to the player so as to be replaceable with another game object arranged in the area in which the game object to be operated by the player can evolve. That is, since evolution information has already been generated, for example, in a state in which a game object owned by the player is arranged in an area of the template, the game control unit 112 can place a new game object in the template in place of the game object already arranged. At this time, the game control unit 112 controls the new game object so as to be replaceable with another game object arranged in the area in which the game object to be operated by the player can evolve. That is, the game control unit 112 can replace the game object already arranged with the new game object in a frame in the template that is connected by a line to the frame in which the game object to be operated by the player in the first game is arranged and that is arranged at an evolution stage higher than the evolution stage of the frame in which the game object to be operated by the player is arranged.
[0158] 9 is generated, if the game object to be operated by the player in playing the first game is the game object "GB" placed in the second frame F2, the game control unit 112 can replace the game object "GD" placed in the fourth frame F4 or the game object "GC" placed in the fifth frame F5 with a new game object, but cannot replace the game object "GH" placed in the sixth frame F6 with a new game object. This is because the second frame F2 and the sixth frame F6 are not connected by a line in the evolution information shown in FIG. 9, and the game object "GB" cannot evolve into the game object "GH" placed in the sixth frame F6.
[0159] In this way, the game control unit 112 controls the new game object so that it can be replaced with another game object placed in the area where the target game object can evolve, so that even if the player obtains a new game object after starting to play the first game, the player can incorporate the new game object into the evolution information. In other words, the evolution information can be changed according to changes in the situation after the generation of the evolution information. This increases the flexibility of the game.
[0160] 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.
[0161] <Summary> [General-purpose subject] One of the objectives of the present invention is to diversify the manner in which game objects can evolve.
[0162] One object of the present invention is to provide a technique that can reflect the player's preferences in the evolution of a game object. [Supplementary Note 1] The information processing device of this embodiment comprises a display control unit that displays, on a player's terminal device, a setting screen for setting evolution information that defines one or more other game objects into which a game object will evolve, and a game control unit that evolves a game object operated by the player in accordance with the progress of a first game played by the player, based on the evolution information set on the basis of an input by the player on the setting screen. According to the above information processing device, it is possible to reflect the player's preferences in the evolution mode of the game object.
[0163] One of the aims of the present invention is to facilitate the configuration of evolutionary information. [Appendix 2] The information processing device according to appendix 1, further comprising a memory unit that stores one or more templates of the evolution information, the template having a plurality of areas including a first area for designating the one game object and a second area for designating the one or more other game objects, and the display control unit displays one template selected from the one or more templates on the setting screen. This makes it easier to set evolution information.
[0164] One of the objectives of the present invention is to allow a player to easily set evolution information using game objects owned by the player. [Supplementary Note 3] The information processing device described in Supplementary Note 2, wherein the plurality of areas each include one or more frames for placing one or more game objects, and the game control unit sets the evolution information by placing a game object designated by the player from among one or more game objects associated with the player, into each of the one or more frames included in the selected template. This allows evolution information to be easily set using game objects owned by the player.
[0165] One of the objects of the present invention is to make it easy to grasp a desired template. [Supplementary Note 4] The information processing device according to Supplementary Note 1, further comprising a storage unit that stores one or more templates of the evolution information, wherein the display control unit causes the terminal device to display, from the one or more templates, templates that satisfy a condition related to the number of game objects that can be specified at the evolution stage specified by the player, and the game control unit accepts selection of one template from the templates that satisfy the condition. This allows the user to easily grasp the desired template.
[0166] One of the objectives of the present invention is to support template selection by the player. [Supplementary Note 5] The information processing device according to Supplementary Note 1, further comprising a storage unit that stores one or more templates of the evolution information, wherein the display control unit causes the terminal device to display, from among the one or more templates, a predetermined template that is determined based on a game object designated by the player from one or more game objects associated with the player and an evolution stage designated by the player for the designated game object, and the game control unit accepts selection of a template from the templates that satisfy the conditions. This makes it possible to support the player in selecting a template.
[0167] One of the objectives of the present invention is to support the setting of evolution information by the player. [Supplementary Note 6] The information processing device according to Supplementary Note 1, further comprising a storage unit that stores one or more templates of the evolution information, wherein the game control unit accepts a selection of a template from the one or more templates, the game control unit generates a recommendation screen based on the one template for which the selection has been accepted and one or more game objects associated with the player, for recommending an arrangement of the one or more game objects associated with the player in the one template for which the selection has been accepted, and the display control unit displays the recommendation screen on a terminal device of the player. This makes it possible to support the player in setting evolution information.
[0168] One of the objectives of the present invention is to recommend placement of game objects according to their characteristics. [Appendix 7] An information processing device as described in Appendix 6, wherein for each of one or more game objects, recommended conditions are set for each evolution stage to be recommended to other game objects at the evolution stage before that evolution stage or the evolution stage after that evolution stage, and the game control unit determines a placement on the recommendation screen based on whether or not the one or more game objects associated with the player include a game object that satisfies the recommended conditions set for a game object specified by the player. This makes it possible to recommend placement of game objects according to the characteristics of the game objects.
[0169] One of the objectives of the present invention is to recommend placement of game objects according to their characteristics. [Supplementary Note 8] The information processing device described in Supplementary Note 7, wherein, when a first game object is placed in an area of a second evolution stage of the template, the game control unit determines a game object recommended for placement in an area of a first evolution stage prior to the second evolution stage at which the first game object evolves, based on a recommendation condition set for the first game object. This makes it possible to recommend placement of game objects according to the characteristics of the game objects.
[0170] One of the objectives of the present invention is to recommend placement of game objects according to their characteristics. [Supplementary Note 9] The information processing device described in Supplementary Note 7, wherein, when a first game object is placed in an area of a first evolution stage of the template, the game control unit determines a game object recommended for placement in an area of a second evolution stage subsequent to the first evolution stage evolved from the first game object, based on a recommendation condition set for the first game object. This makes it possible to recommend placement of game objects according to the characteristics of the game objects.
[0171] One of the objectives of the present invention is to recommend placement of game objects according to their characteristics. [Supplementary Note 10] The information processing device described in Supplementary Note 7, wherein when a first game object is placed in a first evolution stage area of the template and a second game object is placed in a third evolution stage area in which the first game object can evolve, the game control unit determines a game object that is recommended for placement in a second evolution stage area between the first evolution stage and the third evolution stage, which evolves from the first game object and into the second game object, based on recommendation conditions set for the first game object and the second game object, respectively. This makes it possible to recommend placement of game objects according to the characteristics of the game objects.
[0172] One of the objectives of the present invention is to aid in the selection of templates for a player. [Supplementary Note 11] The information processing device according to Supplementary Note 1, further comprising a storage unit that stores one or more templates of the evolution information, wherein one or more of the templates stored in the storage unit are associated with each of the game objects, and wherein the display control unit displays, on the setting screen, a template associated with a game object designated by the player. This makes it possible to assist the player in selecting a template.
[0173] One of the goals of the present invention is to expand the variety of games. [Supplementary Note 12] The information processing device described in Supplementary Note 11, wherein the template includes a plurality of areas for specifying the one game object and the one or more other game objects, each of the plurality of areas including one or more frames for placing one or more game objects, and the game control unit sets attributes of the game objects placed in the frames in accordance with the game object specified by the player. This allows for greater variety in the game.
[0174] One of the objectives of the present invention is to expand the strategic possibilities regarding the placement of game objects. [Supplementary Note 13] The information processing device described in Supplementary Note 11, wherein the template includes a plurality of areas for specifying the one game object and the one or more other game objects, each of the plurality of areas including one or more frames for arranging the one or more game objects, and the game control unit sets attributes of the game objects arranged in the frames according to the area in which each of the game objects arranged in the frames is arranged. This allows for greater strategic possibilities regarding the placement of game objects.
[0175] One of the aims of the present invention is to increase flexibility in games. [Appendix 14] The information processing device described in Appendix 1, wherein the game control unit controls, when a predetermined condition is met after play of the first game has begun, a game object newly associated with the player by a second game different from the first game to be replaceable with another game object placed in an area in which the target game object can evolve. This allows for greater flexibility in the game.
[0176] One object of the present invention is to provide a technique that can reflect the player's preferences in the evolution of a game object. [Appendix 15] In the information processing method of this embodiment, a processor displays on a player's terminal device a setting screen for setting evolution information that defines one or more other game objects into which a game object will evolve, and evolves the game object operated by the player in accordance with the progress of a first game played by the player, based on the evolution information set based on input by the player on the setting screen. According to the above information processing method, it is possible to reflect the player's preferences in the evolution mode of the game object.
[0177] One object of the present invention is to provide a technique that can reflect the player's preferences in the evolution of a game object. [Appendix 16] The program according to this embodiment causes a processor to display on a player's terminal device a setting screen for setting evolution information that defines one or more other game objects into which a game object will evolve, and executes processing to evolve a game object operated by the player in accordance with the progress of a first game played by the player, based on the evolution information set on the basis of input by the player on the setting screen. According to the above program, it is possible to reflect the player's preferences in the evolution mode of the game object.
[0178] One object of the present invention is to provide a technique that can reflect the player's preferences in the evolution of a game object. [Appendix 17] The information processing system according to this embodiment is an information processing system comprising an information processing device and a player's terminal device, which are connected to each other so that they can communicate information with each other, wherein the terminal device displays a setting screen for setting evolution information that defines one or more other game objects into which a game object will evolve, and the information processing device evolves the game object operated by the player in accordance with the progress of a first game played by the player, based on the evolution information set on the basis of an input by the player on the setting screen. According to the above information processing system, it is possible to reflect the player's preferences in the evolution mode of the game object. [Explanation of symbols]
[0179] Reference Signs List 1...information processing system, 10...server, 20...terminal device, 20a...first terminal device, 20b...second terminal device, 20c...third terminal device, 30...search button, 101, 201...processor, 102, 202...storage device, 103, 203...communication I / F, 104, 204...input device, 205...output device, 110...control unit, 111...display control unit, 112...game control unit, 120...storage unit, 121...player management table, 122...template management table, 123...game object management table
Claims
1. a display control unit that displays, on a terminal device of a player, a setting screen for setting evolution information that defines one or more other game objects into which one game object will evolve; a game control unit that evolves a game object operated by the player in accordance with progress of the first game played by the player, based on evolution information set on the basis of an input by the player on the setting screen; An information processing device comprising:
2. A storage unit for storing one or more templates of the evolution information, the template has a plurality of regions including a first region for designating the one game object and a second region for designating the one or more other game objects; the display control unit displays one template selected from the one or more templates on the setting screen. The information processing device according to claim 1 .
3. each of the plurality of regions includes one or more frames for arranging one or more game objects; the game control unit sets the evolution information by arranging game objects designated by the player from among one or more game objects associated with the player, into each of the one or more frames included in the selected template. The information processing device according to claim 2 .
4. A storage unit for storing one or more templates of the evolution information, the display control unit causes the terminal device to display, among the one or more templates, a template that satisfies a condition related to the number of game objects that can be specified at the evolution stage specified by the player; the game control unit accepts selection of one template from the templates that satisfy the condition. The information processing device according to claim 1 .
5. A storage unit for storing one or more templates of the evolution information, the display control unit causes the terminal device to display a predetermined template, which is determined based on a game object designated by the player from one or more game objects associated with the player, and an evolution stage designated by the player for the designated game object, among the one or more templates; the game control unit accepts selection of one template from the templates that satisfy the condition. The information processing device according to claim 1 .
6. A storage unit for storing one or more templates of the evolution information, the game control unit accepts selection of one template from the one or more templates; the game control unit generates, based on the one template for which the selection has been accepted and the one or more game objects associated with the player, a recommendation screen for recommending an arrangement of the one or more game objects associated with the player in the one template for which the selection has been accepted; the display control unit causes the recommendation screen to be displayed on the terminal device of the player; The information processing device according to claim 1 .
7. For each of the one or more game objects, a recommended condition is set for each evolution stage, which is recommended to other game objects at an evolution stage before the evolution stage or at an evolution stage after the evolution stage; 7. The information processing device according to claim 6, wherein the game control unit determines an arrangement on the recommendation screen based on whether or not one or more game objects associated with the player include a game object that satisfies the recommendation condition set for a game object specified by the player.
8. 8. The information processing device according to claim 7, wherein, when a first game object is placed in an area of a second evolution stage of the template, the game control unit determines a game object that is recommended for placement in an area of a first evolution stage prior to a second evolution stage at which the first game object evolves, based on a recommendation condition set for the first game object.
9. 8. The information processing device according to claim 7, wherein, when a first game object is placed in an area of a first evolution stage of the template, the game control unit determines a game object that is recommended for placement in an area of a second evolution stage subsequent to the first evolution stage evolved from the first game object, based on a recommendation condition set for the first game object.
10. 8. The information processing device according to claim 7, wherein, when a first game object is placed in a first evolution stage area of the template and a second game object is placed in a third evolution stage area in which the first game object can evolve, the game control unit determines a game object that is recommended for placement in a second evolution stage area between the first evolution stage and the third evolution stage, which evolves from the first game object and into the second game object, based on recommendation conditions set for the first game object and the second game object, respectively.
11. A storage unit for storing one or more templates of the evolution information, one or more templates among the templates stored in the storage unit are associated with each of the game objects; the display control unit displays, on the setting screen, a template associated with the game object specified by the player. The information processing device according to claim 1 .
12. the template includes a plurality of regions for designating the one game object and the one or more other game objects, each of the plurality of regions includes one or more frames for arranging one or more game objects; the game control unit sets attributes of the game object placed in the frame in accordance with the game object designated by the player. The information processing device according to claim 11.
13. the template includes a plurality of regions for designating the one game object and the one or more other game objects, each of the plurality of regions includes one or more frames for arranging one or more game objects; the game control unit sets attributes of the game objects placed in the frames in accordance with an area in which each of the game objects placed in the frames is placed; The information processing device according to claim 11.
14. the game control unit controls, when a predetermined condition is satisfied after start of play of the first game, a game object newly associated with the player by a second game different from the first game to be replaceable with another game object arranged in an area in which the target game object can evolve; The information processing device according to claim 1 .
15. The processor: displaying, on a player's terminal device, a setting screen for setting evolution information that defines one or more other game objects into which one game object will evolve; evolving a game object operated by the player in accordance with the progress of the first game played by the player, based on evolution information set on the basis of an input by the player on the setting screen; Information processing methods.
16. The processor: displaying, on a player's terminal device, a setting screen for setting evolution information that defines one or more other game objects into which one game object will evolve; evolving a game object operated by the player in accordance with the progress of the first game played by the player, based on evolution information set on the basis of an input by the player on the setting screen; A program that executes a process.
17. An information processing system including an information processing device and a player's terminal device, the devices being connected to each other so as to be capable of communicating information with each other, the terminal device displays a setting screen for setting evolution information that defines one or more other game objects into which one game object will evolve; the information processing device evolves a game object operated by the player in accordance with progress of the first game played by the player, based on evolution information set based on an input by the player on the setting screen; Information processing system.
Citation Information
Patent Citations
Game system, information communication terminal and program
JP7038183B1