Information processing program, information processing method, and information processing system
The information processing program addresses the issue of player burden in character development by using player-owned game medium parameters to automate leveling and equipment enhancements, thereby reducing load and maintaining motivation.
Patent Information
- Application Number
- JP2023168695
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-28
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2043-09-28
AI Technical Summary
Existing games burden players with increased load and reduced motivation when trying to develop multiple characters, as only a subset of characters can be leveled up automatically.
An information processing program that determines rankings based on game medium parameters owned by the player, stores reference values, and updates parameter values according to specified conditions or more advantageous conditions based on player operations.
This solution reduces the player's load and maintains play motivation by allowing multiple characters to be developed without excessive burden, through automated leveling and equipment enhancements based on player interactions.
Smart Images

Figure 2025058643000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] For example, Patent Documents 1 and 2 disclose games in which the level of a character that a player has set in a frame can be automatically raised to the same level as a character with a predetermined ranking among the characters that the player has manually trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7298766 [Patent Document 2] How to use the Nike Synchro Device NIKKE https: / / gamewith.jp / nikke / article / show / 369927 Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, in the games of Patent Documents 1 and 2, the player can only raise the level of the characters that he or she has set in the frame, i.e., only a part of the characters that the player owns. Therefore, if the player tries to train many characters, the burden becomes heavy, and there is a risk that the player's motivation to play will decrease.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the burden on a player and suppress the risk of a decrease in motivation to play. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; The computer is made to carry out the above steps.
[0007] The predetermined condition is: Consuming consumable game media associated with the player; The advantageous conditions are: This may include not consuming the consumable game media associated with the player.
[0008] determining a display mode of identification information corresponding to the game medium owned by a player based on whether or not a value of the predetermined parameter with respect to the reference value satisfies the specific condition; A process of displaying a list of the identification information on a display screen in the determined display mode; may be performed by a computer.
[0009] The game medium may be in a state in which the value of the specified parameter has been updated to the reference value due to the advantageous condition, and the value of the specified parameter may be further updated based on the specified condition.
[0010] In order to solve the above problem, an information processing method is an information processing method executed by a computer, determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; Includes.
[0011] In order to solve the above problem, the information processing system is an information processing system including a computer, The computer, determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; Carry out the following. Effect of the Invention
[0012] According to the present invention, it is possible to reduce the burden on the player and suppress the risk of a decline in motivation to play. [Brief description of the drawings]
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a first diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a first diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a second diagram for explaining an example of an ally character detail screen. Fig. 4B is a third diagram for explaining an example of an ally character detail screen. Fig. 4C is a fourth diagram for explaining an example of an ally character detail screen. [Diagram 5] FIG. 5 is a fifth diagram illustrating an example of the ally character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen. [Figure 7] Fig. 7A is a diagram for explaining an example of a battle screen, Fig. 7B is a diagram for explaining an example of a result screen, and Fig. 7C is a diagram for explaining an example of a report screen. [Figure 8] Fig. 8A is a diagram for explaining a training ball ID database, and Fig. 8B is a diagram for explaining an ally character database. [Figure 9] Fig. 9A is a second diagram illustrating an example of an ally character confirmation screen, and Fig. 9B is a first diagram illustrating an example of an ally character detail screen for which the synchro function can be used. [Figure 10] Fig. 10A is a diagram illustrating an example of a rank increase confirmation pop-up, and Fig. 10B is a first diagram illustrating an example of a free equipment completion pop-up. [Figure 11]Fig. 11A is a second diagram illustrating an example of an ally character detail screen on which the synchro function can be used, and Fig. 11B is a first diagram illustrating an example of a free level enhancement completion pop-up. [Figure 12] Fig. 12A is a diagram illustrating an example of a training ball list pop-up, and Fig. 12B is a diagram illustrating an example of a rank-up confirmation pop-up. [Figure 13] Fig. 13A is a first diagram illustrating an example of an ally character detail screen after a player acquires a training ball, and Fig. 13B is a diagram illustrating an example of a free equipment completion pop-up. [Figure 14] Fig. 14A is a second diagram illustrating an example of an ally character detail screen after acquiring a training ball, and Fig. 14B is a diagram illustrating an example of a free level strengthening completion pop-up. [Figure 15] FIG. 15 is a diagram illustrating an example of the reinforcement screen. [Figure 16] FIG. 16 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 17] FIG. 17 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 18] FIG. 18 is a flowchart illustrating the synchronization management process in the server. [Figure 19] FIG. 19 is a flowchart illustrating the ally character detail screen processing in the player terminal. [Figure 20] FIG. 20 is a flowchart illustrating the parameter change process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0017] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player ID for identifying a player who plays a game.
[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0020] (Hardware configuration of the player terminal 1 and the server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0022] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0023] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0025] The storage unit 18 is configured with a ROM or a RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which an ally character fights against an enemy character. Specifically, in the game of this embodiment, a plurality of ally characters are provided. A player selects a plurality of ally characters (here, five) from the provided ally characters to organize a party. In addition, a player can play a plurality of types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters organized into a party to defeat (clear) the enemy character and acquire a reward.
[0030] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a first diagram illustrating an example of an ally character detail screen. FIG. 4A is a second diagram illustrating an example of an ally character detail screen. FIG. 4B is a third diagram illustrating an example of an ally character detail screen. FIG. 4C is a fourth diagram illustrating an example of an ally character detail screen. FIG. 5 is a fifth diagram illustrating an example of an ally character detail screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0031] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 6A), a shop screen (not shown), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).
[0032] On the normal screen, as shown in FIG. 3A, for example, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME" and an ally character confirmation screen selection operation section 30b marked "CHARACTER" and a quest screen selection operation section 30c marked "QUEST" and a gacha screen selection operation section 30d marked "GACHA" and a menu screen selection operation section 30e marked "MENU".
[0033] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 6A is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although detailed explanations are omitted, the game settings and various information can be confirmed on the menu screen.
[0034] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be easily identified.
[0035] 3A corresponds to an initial screen, and has at its upper portion a header display area 31. In the header display area 31, level information 31a indicating a player level linked (associated) with a player ID, a stamina display bar 31b indicating the stamina of the player linked with the player ID, and the amounts of the first currency and the second currency owned linked with the player ID are displayed.
[0036] Stamina is a parameter necessary for playing a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value necessary for playing, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value necessary for playing is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0037] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Each time the player experience points reach a certain value, the player level increases. A management upper limit is set for the player level, and even if player experience points are acquired, the player level will not increase beyond the set management upper limit. The management upper limit is set by the operator, and increases at a predetermined timing.
[0038] In addition, an upper limit of stamina is set for each player level, and as the player level increases, the upper limit of stamina also increases. Stamina is restored by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining amount of stamina relative to the upper limit of stamina so that the player can visually grasp the remaining amount.
[0039] The first currency and the second currency are currencies that can only be used within the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game that has been cleared. The second currency can be acquired free of charge or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.
[0040] In the ally character confirmation screen shown in FIG. 3B, images of all ally characters corresponding to the ally character IDs linked to the player ID are displayed. In other words, all ally characters owned by the player are displayed in the ally character confirmation screen. The player can check all ally characters by performing a slide operation on the ally character confirmation screen.
[0041] The ally character ID is used to identify an ally character, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.
[0042] At the right end of the ally character confirmation screen, a collective strengthening screen selection operation section 32 labeled “Collective Strengthening” is displayed. When the collective strengthening screen selection operation section 32 is tapped, a collective strengthening screen shown in FIG. 15, which will be described later, is displayed on the display 26.
[0043] Ally characters are stored in association with various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, etc. The experience points increase when a player wins a battle game described below or when a predetermined item is used. The character level is set in correspondence with the experience points, and increases each time the experience points reach a predetermined value. The player level is set as the upper limit of the character level. Therefore, the character level can be increased up to the player level. In this embodiment, the character level can be increased by consuming items owned by the player, such as in-game currency and experience point materials, i.e., for a fee.
[0044] In addition, base values of combat power such as life points, attack power, and defense power are set for ally characters based on stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress in the battle game. Furthermore, the base values set for an ally character increase as the number of stars (rarity) increases and as the character level increases.
[0045] Each ally character is set with four skills that are executed (activated) in the battle game. A skill level is set for each skill, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level. Therefore, the skill level can be increased up to the character level.
[0046] Furthermore, friendly characters can be equipped (set) with weapons and armor. Each piece of equipment has a character level at which it can be equipped. Also, each piece of equipment has an additional value set for attack power, defense power, etc. When friendly characters are equipped with equipment, the additional value of each piece of equipment is added to the above base value, and the combat power of the friendly characters can be increased.
[0047] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in Fig. 3B is tapped, as shown in Fig. 3C, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26. The ally character detail screen is provided with an enhancement item selection operation section 35, an enhancement item display area 36, an enhancement detail display area 37, and an automatic enhancement operation section 38.
[0048] The strengthening item selection operation section 35 is provided with a plurality of operation sections that can be operated (tapped) by the player. The strengthening item selection operation section 35 is provided with an equipment selection operation section 35a, a level strengthening selection operation section 35b, a skill strengthening selection operation section 35c, and a star strengthening selection operation section 35d. When any one of the strengthening item selection operation sections 35 is selected, the selected operation section is highlighted.
[0049] In the enhancement item display area 36, an enhancement item corresponding to a selected operation section among the enhancement item selection operation sections 35 is displayed.
[0050] When the equipment selection operation unit 35a of the strengthening item selection operation unit 35 is tapped, six pieces of equipment are displayed around the image of the ally character in the strengthening item display area 36. Here, of the six pieces of equipment, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.
[0051] Furthermore, among the equipment not equipped by friendly characters (the equipment in the upper right and lower right in the illustration), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the illustration. On the other hand, if the character does not own the equipment (including cases where it cannot be created), it is displayed as "Available," as in the equipment in the lower right in the illustration. Note that equipment that has not yet been implemented in the game, such as the equipment in the upper left in the illustration, is displayed with a "?".
[0052] Also, an equipment rank (RANK15 in the figure) is set for each ally character, indicating the rank of the equipment to be equipped. When all (six) pieces of equipment of the next lower rank are equipped, the equipment rank can be increased. When the equipment rank can be increased, the rank-up operation unit 39 becomes active, and when the rank-up operation unit 39 is tapped, the equipment rank is increased by one, and the equipment of the increased equipment rank is displayed in the enhancement item display area 36. That is, in this embodiment, the equipment rank can be increased by consuming items such as various pieces of equipment and in-game currency owned by the player, i.e., for a fee.
[0053] When an equipment item in the enhancement item display area 36 is tapped, the status of the equipment item operated is displayed in the enhancement detail display area 37. Also displayed in the enhancement detail display area 37 are an acquisition method operation section 37a for displaying how to acquire the equipment item, and an equipment operation section 37b for equipping the equipment item. Although a detailed explanation will be omitted, when the acquisition method operation section 37a is tapped, the method for acquiring the equipment item is displayed on the display 26. Also, when the equipment operation section 37b is tapped while the equipment item is in possession, the equipment item is equipped.
[0054] When the equipment is equipped, as shown in Fig. 4A, an enhancement operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37. Here, the equipment can be enhanced up to five levels. Although a detailed explanation is omitted, when the enhancement operation section 37c is tapped, a screen for selecting an item for enhancing the equipment is displayed, and when an item is selected on that screen and a decision operation section (not shown) is tapped, the selected item is consumed to enhance the equipment.
[0055] When the Level strengthening selection operation unit 35b of the strengthening item selection operation unit 35 is tapped, the character level and the experience points required to increase the character level by 1 are displayed around the image of the ally character in the strengthening item display area 36, as shown in Figure 4B.
[0056] Further, in the strengthening detail display area 37, a plurality of item display sections 37d for increasing experience points are displayed. In the item display section 37d, the name of the item, the description of the item, and a use operation section 37e for using the item are displayed. When the use operation section 37e is tapped, the experience point of the ally character increases by the experience point corresponding to the item. Note that if the player does not own the item displayed in the item display section 37d, the use operation section 37e for the item does not accept the operation of the player.
[0057] When the skill enhancement selection operation section 35c of the enhancement item selection operation section 35 is tapped, as shown in FIG. 4C, an image of an ally character is displayed in the enhancement item display area 36. Furthermore, a plurality of skill display sections 37f are displayed in the enhancement detail display area 37. The skill display section 37f displays the name of the skill, the skill level, and an enhancement operation section 37g for increasing the skill level. When the enhancement operation section 37g is tapped, a first currency corresponding to the skill level is consumed, and the skill level is increased by 1. Note that when the player does not possess the first currency corresponding to the skill level, and when the skill level has reached the character level, the enhancement operation section 37g does not accept the player's operation.
[0058] When the star enhancement selection operation unit 35d of the enhancement item selection operation unit 35 is tapped, as shown in Fig. 5, an image of an ally character and the star (rarity) of the ally character are displayed in the enhancement item display area 36. Furthermore, items required to increase (increase) the star are displayed in the enhancement detail display area 37. Furthermore, the enhancement detail display area 37 displays the number of items owned by the player relative to the number of items required (required number) to increase the star, for example, 50 / 100.
[0059] The strengthening detail display area 37 is also provided with an acquisition method operation section 37a that displays how to acquire the item, and a blooming operation section 37h for increasing the number of stars. When the acquisition method operation section 37a is operated, the method for acquiring the item is displayed on the display 26. When the number of items owned by the player reaches the required number and the blooming operation section 37h is tapped, the star of the ally character increases by one. When the number of items required for increasing the number of stars does not reach the required number, the blooming operation section 37h is displayed in gray, as shown by hatching in FIG. 5, and does not accept any operation by the player.
[0060] When the automatic strengthening operation section 38 on the ally character details screen is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible.
[0061] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen.
[0062] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may be provided.
[0063] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or higher than a predetermined value, clearing other predetermined battle games, etc. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0064] The quest screen is provided with a normal quest selection operation section 41a for selecting a normal quest, and a hard quest selection operation section 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation section 41a or the hard quest selection operation section 41b is always selected, and the normal quest selection operation section 41a is selected as the initial state. The following describes the case where the normal quest selection operation section 41a is selected, but the same applies when the hard quest selection operation section 41b is selected.
[0065] When the normal quest selection operation section 41a is selected, a quest operation section 42 for selecting one of a plurality of battle games (hierarchies) belonging to normal quests is displayed on the quest screen.
[0066] The quest operation unit 42 also displays clear information for each battle game. The clear information is shown by, for example, three stars. When a battle game is cleared, stars are acquired according to the number of ally characters whose life points are 0 at the time of clearing. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.
[0067] In the example of Fig. 6A, three stars are obtained in the battle game "21-1", two stars are obtained in the battle game "21-2", and two stars are obtained in the battle game "21-3". In addition, no stars are obtained in the battle game "21-4", and it is notified that this battle game has not been cleared.
[0068] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of FIG. 6A, the battle game "21-4" is unlocked because the battle games up to "21-3" have been cleared, but the battle games after that ("21-5" and after, not shown) are not unlocked.
[0069] For example, when the quest operation unit 42 of the battle game "21-1" is operated (tapped) on the quest screen, a quest selection screen shown in FIG. 6B is displayed on the display 26. The quest selection screen displays enemy characters appearing in the battle game and items (rewards) that can be acquired in the battle game. The quest selection screen also displays the stamina before and after the battle game is executed and the remaining number of challenges. The remaining number of challenges indicates the number of challenges that can be made in one day, and the normal quest battle game is set to infinite. In this embodiment, the stamina consumed in the normal quest battle game is set to 10. However, the stamina consumed in the normal quest battle game may be different for each battle game.
[0070] The quest selection screen also displays a cancel operation section 43 and a challenge operation section 44 marked "challenge" for challenging the battle game.
[0071] When the cancel operation unit 43 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0072] On the other hand, when the challenge operation unit 44 is operated (tapped), a party selection screen shown in Fig. 6C is displayed on the display 26. All ally characters owned by the player are displayed on the party selection screen. In addition, a selected ally character display area 46 that displays the selected ally character is displayed below the party selection screen.
[0073] Also displayed on the party selection screen are a cancel operation section 43 and a battle start operation section 47 labeled "Start battle."
[0074] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs linked to the player ID.
[0075] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game begins.
[0076] Fig. 7A is a diagram illustrating an example of a battle screen. Fig. 7B is a diagram illustrating an example of a result screen. Fig. 7C is a diagram illustrating an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 6C, a battle game is started.
[0077] During a battle game, a battle screen is displayed as shown in Fig. 7A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters act under computer control, and can inflict damage on enemy characters or receive damage from enemy characters. The enemy characters act under computer control, and can inflict damage on ally characters or receive damage from ally characters.
[0078] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.
[0079] Here, as shown in FIG. 7A, an ally character display area 48 is provided at the bottom of the battle screen. In the ally character display area 48, life points 48a and a skill gauge 48b for each ally character are displayed. The skill gauge 48b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the skill gauge 48b reaches a predetermined maximum value, the ally character can use a skill. A skill may inflict more damage points on an enemy character than a normal attack, recover the life points of an ally character, or impart a special effect to an enemy character.
[0080] Here, there are two patterns of the method of using the skill. One is a method in which the player operates (tap) the ally character whose skill gauge 48b displayed in the ally character display area 48 has reached its maximum value. The other is a method in which the ally character uses a skill by computer control when the skill gauge 48b has reached its maximum value in the auto state. Note that an auto selection operation unit 49 is displayed on the battle screen, and it is possible to switch between the auto state and the manual state according to the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual state, the state becomes the auto state in which the skill is used automatically. Also, when the auto selection operation unit 49 is operated in the auto state, the state becomes the manual state in which the skill is used manually. Note that even in the auto state, when the skill gauge 48b has reached its maximum value and the skill is not being used by computer control, if the player operates (tap) the ally character, the skill can be used.
[0081] Then, when the battle game ends normally (normal end), as shown in Fig. 7B, a result screen is shown on the display 26. Fig. 7B shows, as an example, the result screen when the battle game is cleared.
[0082] At least a portion of the game result information of the battle game is displayed on the result screen. Also displayed on the result screen are a report display operation section 50 marked "REPORT" and a termination operation section 51 marked "CLOSE".
[0083] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not the life points are 0 at the end of the battle game), the damage points given (total value), whether the state is manual or automatic, the battle log ID, the type of the battle game (normal quest, hard quest, etc.), information linked to each type of battle game (clear information, battle game tier, etc.), the given item information, the given first currency, etc. Also, the battle log ID is uniquely given for each battle game. Also, the information linked to each type of battle game has different contents for each type of battle game. Also, when a battle game is cleared, the server 1000 determines by lottery whether or not to give to the player each item preset for the cleared battle game. Then, the item to be given to the player is added to the game result information and displayed on the result screen.
[0084] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen to which the result screen switches may be the screen that was displayed immediately before switching to the battle screen, or may be a specified screen such as the home screen. In this way, the battle game ends with the display of the result screen ending.
[0085] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in Fig. 7C is displayed on the display 26. The report screen displays the damage points (total value) inflicted by the ally characters and enemy characters. In addition, the report screen displays an end operation unit 51.
[0086] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 7B is displayed on the display 26.
[0087] 6B also has a ticket display area 45. The number of tickets owned by the player (the number of tickets linked to the player ID) is displayed in the ticket display area 45. The ticket display area 45 also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0088] When the ticket use challenge operation section 45a, the minus operation section 45b, and the plus operation section 45c are enabled, each time the plus operation section 45c is operated (tapped), the characters written on the ticket use challenge operation section 45a are increased by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation section 45b is operated (tapped), the characters written on the ticket use challenge operation section 45a are decreased by one, such as "Use 2 tickets," "Use 1 ticket," etc.
[0089] For example, when the text written on the ticket use challenge operation section 45a is "Use 5 tickets," when the ticket use challenge operation section 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 6C and the execution of a battle game on the battle screen shown in Fig. 7A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 7B is displayed. On this result screen, the items acquired in the 5 battle games are displayed together.
[0090] In this way, by consuming tickets, the battle games for which the player has earned three stars as clear information are skipped, and the battle games are treated as cleared. This allows the player to collect items in a shorter time.
[0091] In this embodiment, when a predetermined condition is met, the parameters of the ally character (game object) can be changed to a specified value free of charge. The predetermined condition is, for example, when a synchronization function, which will be described in detail later, is used, or when a training ball (game item) is used as an item.
[0092] In this embodiment, the synchronization function is broadly divided into a first synchronization function and a second synchronization function. Specifically, the first synchronization function is a function that makes it possible to increase (change) the character level and skill level of an ally character to a synchronization level (reference value) free of charge. In the first synchronization function, a ranking is determined based on the character level value of an ally character owned by a player, and a character level value corresponding to a predetermined ranking (in this embodiment, the top 30th) is set.
[0093] The second sync function is a function that makes it possible to increase (change) the equipment rank of an ally character free of charge up to the sync rank (reference value). Specifically, the second sync function is a function that makes it possible to increase (change) the equipment rank of an ally character free of charge up to the sync rank. In addition, the second sync rank function determines the ranking based on the equipment rank value of the ally character owned by the player, and sets the sync rank value corresponding to a predetermined ranking (in this embodiment, the top 30).
[0094] In addition, in the game of this embodiment, a training ball is provided as an item. The training ball is distributed by the operator, or can be acquired by the player when a predetermined battle game or event is cleared, for example.
[0095] By consuming the training ball, it becomes possible to use the training ball function. By using the training ball function, it becomes possible to increase (change) the parameters of the ally character, for example, the character level, skill level, and equipment rank, free of charge. As will be described in detail later, a training ball ID is set in advance in the training ball, and it becomes possible to increase the character level, skill level, and equipment rank based on the set training ball ID free of charge. In order to use the training ball function, it is necessary to consume (use) the training ball, but after the training ball is consumed, it becomes possible to increase the character level to a predetermined level without consuming items such as in-game currency and experience value materials owned by the player. Similarly, after the training ball is consumed, it becomes possible to increase the character level to a predetermined level without consuming items such as various equipment and in-game currency owned by the player.
[0096] Fig. 8A is a diagram for explaining a training ball ID database. The training ball ID database shown in Fig. 8A is stored in the player terminal 1 and the server 1000. In the training ball ID database, a parameter value (default value) that can be increased free of charge is set for each training ball ID. A training ball is given to a player with one of the training ball IDs linked to it.
[0097] For example, if the training ball ID is 1, the character level (skill level) can be increased to 100 and the equipment rank can be increased to 10 free of charge.
[0098] Fig. 8B is a diagram illustrating the ally character database. The ally character data shown in Fig. 8B is stored in the player terminal 1 and the server 1000. The ally character database stores various information associated with the ally characters owned by the player, which are associated with the player ID.
[0099] Specifically, the ally character database stores, for each ally character ID of an ally character owned by the player, the values of various parameters, information on whether or not to use the reference value for the synchro level, information on whether or not to use the reference value for the synchro rank, information on whether or not the first synchro function can be used, information on whether or not the second synchro function can be used, and, if a training ball ID is linked to that ally character, the training ball ID.
[0100] In the case shown in Fig. 8B, the character level value (100) that is in the top 30 is set as the synchronization level. Note that in the case shown in Fig. 8B, the character level of the ally character with an ally character ID value of "30" is 100, and information that is used as the reference value of the synchronization level is linked to that ally character. Note that, if there are multiple ally characters with character level values that are in the top 30, information that is used as the reference value of the synchronization level is linked to the ally character with the smallest character ID value.
[0101] In the case shown in Fig. 8B, the equipment rank value (5) that is in the top 30 is set as the synchro rank. Note that in the case shown in Fig. 8B, the equipment rank of the ally character with an ally character ID value of "40" is 5, and the information that is used as the reference value of the synchro rank is linked to that ally character. Note that if there are multiple ally characters with equipment rank values that are in the top 30, the information that is used as the reference value of the synchro rank is linked to the ally character with the smallest character ID value.
[0102] Also, information indicating that the first sync function can be used is linked to the ally character ID of an ally character whose character level is below the sync level. Note that when the first sync function is used to raise the character level of an ally character to the sync level free of charge, the information indicating that the first sync function can be used that is linked to the ally character ID is deleted.
[0103] In addition, information indicating that the second sync function can be used is linked to the ally character ID of an ally character whose equipment rank is less than the sync rank. Note that if the equipment rank of an ally character is increased to the sync rank free of charge using the second sync function, the information indicating that the second sync function can be used that was linked to the ally character ID is deleted.
[0104] In addition, even if the first sync function is used to raise the character level of an ally character to the sync level free of charge, if the equipment rank of the ally character is still below the sync rank, the second sync function can still be used. Therefore, in this case, the information indicating that the second sync function linked to the ally character ID can be used is not deleted.
[0105] In addition, even if the equipment rank of an ally character is increased to the sync rank free of charge using the second sync function, if the character level of the ally character is still below the sync level, the first sync function can still be used. Therefore, in this case, the information indicating that the first sync function linked to the ally character ID can be used is not deleted.
[0106] Also, as shown in FIG. 8B, when a training ball is used on an ally character of an ally character owned by a player, the training ball ID is linked to the ally character ID and stored. In this embodiment, when both the information indicating that the first sync function or the second sync function can be used and the training ball ID are linked to the ally character ID, the player can arbitrarily select which function to use. However, when both the information indicating that the first sync function or the second sync function can be used and the training ball ID are linked to the ally character ID, the training ball function may be preferentially used. Also, when both the information indicating that the first sync function or the second sync function can be used and the training ball ID are linked to the ally character ID, the first sync function or the second sync function may be preferentially used. Alternatively, when information indicating that the first sync function or the second sync function can be used is linked to an ally character ID, and a training ball ID, the function with the higher value of the parameter that can be increased free of charge (character level or equipment rank) may be used preferentially.
[0107] FIG. 9A is a second diagram illustrating an example of an ally character confirmation screen. FIG. 9B is a first diagram illustrating an example of an ally character detail screen that can use the synchro function. When information indicating that the first synchro function or the second synchro function can be used is linked to an ally character ID in the ally character database, a synchro band 34 marked "synchro" is displayed superimposed on the image of the ally character corresponding to the ally character ID, as shown in FIG. 9A. This notifies the ally character on which the synchro band 34 is displayed that the synchro function can be used.
[0108] In FIG. 9A, when an image of an ally character on which the sync band 34 is displayed is tapped, as shown in FIG. 9B, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26. In this case, as shown in FIG. 9B, the acquisition method operation section 37a is hidden in the strengthening detail display area 37. Also, the sync band 34 is displayed superimposed on the equipment operation section 37b. Furthermore, the sync band 34 is also displayed superimposed on the automatic strengthening operation section 38 and the rank-up operation section 39.
[0109] In addition, when the player owns a training ball and a certain usage condition is met, a training ball icon 54 functioning as an operation unit is displayed in the center of the ally character details screen as shown in Fig. 9B. Note that the usage condition may be, for example, that normal quest "2-5" has been cleared and no other training balls have been used on the ally character.
[0110] 10A is a diagram illustrating an example of a rank-up confirmation pop-up. When the rank-up operation unit 39 in which the synchronization band 34 is displayed in FIG. 9B is tapped, a rank-up confirmation pop-up 56 shown in FIG. 10A is displayed on the display 26.
[0111] The rank-up confirmation pop-up 56 is provided with a pull-down type equipment rank selection operation section 56a for selecting which equipment rank to select. The player operates the equipment rank selection operation section 56a to select the desired equipment rank. The equipment rank selection operation section 56a displays a pull-down list of selectable equipment ranks up to the synchro rank as candidates. As shown in FIG. 10A, the rank-up confirmation pop-up 56 is provided with a maximum strengthening operation section 56b marked "maximum strengthening." When the maximum strengthening operation section 56b is tapped, the synchro rank is automatically selected in the equipment rank selection operation section 56a.
[0112] 10A, a decision operation section 56c and a cancellation operation section 56d are displayed in the rank-up confirmation pop-up 56. As shown in FIG 10A, a synchronization band 34 is displayed superimposed on the decision operation section 56c.
[0113] When the cancel operation section 56d is tapped, the rank up confirmation pop-up 56 is hidden. On the other hand, when the decision operation section 56c is tapped, the second sync function is used, and the equipment rank of the ally character is raised to the equipment rank selected in the equipment rank selection operation section 56a free of charge. Specifically, for example, when the equipment rank selected in the equipment rank selection operation section 56a is "2", the equipment rank is raised to "2" (it is treated as if all equipment of "RANK1" is equipped). At this time, the character level is also raised to 3, which is necessary to equip all equipment of "RANK1".
[0114] When the equipment rank becomes the synchro rank and all the synchro rank equipment items are equipped free of charge, a free equipment completion pop-up 60 is displayed on the display 26 as shown in FIG. 10B. The free equipment completion pop-up 60 displays text informing the player that all the equipment items that can be equipped free of charge have been equipped. In this embodiment, the equipment rank of an ally character whose equipment rank has been increased to the synchro rank using the synchro function can be further increased for a fee, that is, by consuming items such as various equipment items and in-game currency owned by the player. In addition, in this embodiment, when the equipment rank of an ally character is increased using the second synchro function, the equipment rank of the ally character cannot be returned to the equipment rank before the use of the second synchro function. However, when the equipment rank of an ally character is increased using the second synchro function, it may be possible to return the equipment rank of the ally character to the equipment rank before the use of the second synchro function.
[0115] FIG. 11A is a second diagram for explaining an example of an ally character detail screen in which the synchro function can be used. FIG. 11B is a first diagram for explaining an example of a free equipment completion pop-up. When the Lv strengthening selection operation section 35b is tapped on the ally character detail screen shown in FIG. 9B, the ally character detail screen shown in FIG. 11A is displayed on the display 26. In this case, as shown in FIG. 11A, the strengthening detail display area 37 displays a free level-up display section 61 above the item display section 37d. The free level-up display section 61 is provided with a pull-down level selection operation section 61a for selecting how high the character level should be raised to, and a strengthening operation section 61b in which the synchro band 34 is superimposed and displayed. The player operates the level selection operation section 61a to select a desired character level. In addition, the level selection operation section 61a displays a pull-down display of selectable character levels up to the synchro level as candidates.
[0116] Then, when the strengthening operation section 61b is tapped, the character level is raised to the character level displayed in the level selection operation section 61a. After that, when the character level becomes the synchro level, a free Lv strengthening completion pop-up 62 is displayed on the display 26 as shown in FIG. 11B. The free Lv strengthening completion pop-up 62 displays a character notifying the player that the character level has been raised to the character level that can be raised free of charge. Note that, until the character level of the ally character is raised to the character level that can be raised free of charge, the use operation section 37e of the item display section 37d does not accept the player's operation, as shown by hatching in the figure. Note that, in this embodiment, the character level of the ally character whose character level has been raised to the synchro level using the synchro function can be further raised for a fee, that is, by consuming items such as in-game currency and experience value materials owned by the player.
[0117] In addition, by using the first sync function, it is possible to raise the skill level to the same level as the character level for free, but since the method for raising the skill level is the same as for the character level, explanation will be omitted.
[0118] Furthermore, when the automatic strengthening operation section 38 on which the sync belt 34 is superimposed is tapped, the character level and skill level of the ally character are raised to the sync level. Also, the equipment rank of the ally character is raised to the sync rank. In other words, when the automatic strengthening operation section 38 on which the sync belt 34 is superimposed is tapped, the character level, skill level, and equipment rank of the ally character are raised as much as they can be raised free of charge.
[0119] Fig. 12A is a diagram illustrating an example of a training ball list pop-up 55. Fig. 12B is a diagram illustrating an example of a rank-up confirmation pop-up 56. Fig. 13A is a first diagram illustrating an example of an ally character detail screen after acquiring a training ball. Fig. 13B is a diagram illustrating an example of a free equipment completion pop-up 60.
[0120] When the player owns a training ball and meets certain usage conditions, a training ball icon 54 functioning as an operation unit is displayed in the center of the ally character details screen as shown in Fig. 9B. Note that the usage conditions include, for example, clearing normal quest "2-5" and not using other training balls on that ally character.
[0121] When the training ball icon 54 is tapped, a training ball list pop-up 55 shown in FIG. 12A is displayed on the display 26. Images of the training balls owned by the player and a use operation section 55a for using each training ball are displayed on the training ball list pop-up 55. When an image of a training ball is pressed and held, the character level and equipment rank that can be increased free of charge by the training ball are displayed on the display 26. An end operation section 51 is also displayed on the training ball list pop-up 55, and when the end operation section 51 is tapped, the training ball list pop-up 55 is hidden.
[0122] When the use operation section 55a corresponding to the available training orbs is operated, the rank up confirmation pop-up 56 shown in Fig. 12B is displayed on the display 26. In the following, an example will be described in which the character level of an ally character is 1, the equipment rank is 1, and when a training orb is used, the equipment rank can be increased to 10 and the character level to 100 free of charge.
[0123] The rank-up confirmation pop-up 56 shown in FIG. 12B differs from the rank-up confirmation pop-up 56 shown in FIG. 10A described above in that a training ball band 57 labeled "Training Ball" is displayed superimposed on the decision operation section 56c.
[0124] When the cancel operation section 56d is tapped in the rank-up confirmation pop-up 56 shown in FIG. 12B, the use of the training orb is cancelled and the rank-up confirmation pop-up 56 is hidden. When the decision operation section 56c is tapped in the rank-up confirmation pop-up 56 shown in FIG. 12B, the training orb is used and the equipment rank of the ally character is raised to, for example, "RANK2" (it is treated as if all "RANK1" equipment items are equipped). At this time, if the character level has not yet reached the level required to equip "RANK1" equipment items, it is raised to the minimum level required to equip them (here, level 3).
[0125] 13A, the ally character details screen displays that the equipment rank has become RANK2. Also, the acquisition method operation section 37a is hidden in the strengthening details display area 37. Also, the training orb belt 57 is displayed superimposed on the equipment operation section 37b.
[0126] Furthermore, the training ball belt 57 is displayed superimposed on the automatic strengthening operation section 38 and the rank-up operation section 39. When the equipment operation section 37b on which the training ball belt 57 is superimposed is tapped, the equipment displayed in the strengthening detail display area 37 is equipped to the ally character free of charge (without consuming the equipment owned by the player). When the rank-up operation section 39 on which the training ball belt 57 is superimposed is tapped, the equipment rank is increased by 1 free of charge. When the automatic strengthening operation section 38 on which the training ball belt 57 is superimposed is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible free of charge.
[0127] Then, when the equipment rank becomes RANK10 and all of the RANK10 equipment items are equipped free of charge, as shown in Fig. 13B, a free equipment completion pop-up 60 is displayed on the display 26. The free equipment completion pop-up 60 displays text informing the player that all of the equipment items that can be equipped free of charge have been equipped.
[0128] Fig. 14A is a second diagram illustrating an example of the ally character detail screen after the player acquires the training orb, and Fig. 14B is a diagram illustrating an example of a free level strengthening completion pop-up 62.
[0129] When the Lv strengthening selection operation section 35b is tapped on the ally character details screen shown in FIG. 13A, the ally character details screen shown in FIG. 14A is displayed on the display 26. As shown in FIG. 14A, in the strengthening details display area 37 of the ally character details screen, a free level-up display section 61 is displayed above the item display section 37d. The free level-up display section 61 is provided with a pull-down level selection operation section 61a for selecting the level to which the character level is to be increased. The player operates the level selection operation section 61a to select the desired character level. The level selection operation section 61a displays, in a pull-down manner, candidates for the character level that can be increased at the present time based on the player level and the character level that can be increased by the used training ball.
[0130] When the strengthening operation section 61b is tapped, the character level is raised to the character level displayed in the level selection operation section 61a. After that, when the character level reaches 100, a free level strengthening completion pop-up 62 is displayed on the display 26 as shown in FIG. 14B. The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to a level that can be raised free of charge. Note that the use operation section 37e of the item display section 37d does not accept any operation by the player, as shown by hatching in the figure, until the character level of the ally character has been raised to a level that can be raised free of charge.
[0131] Skill level can be increased to the same level as character level for free by using training orbs, but since the method for increasing skill level is the same as for character level, explanation will be omitted.
[0132] Furthermore, once all of the parameters associated with a training ball ID have been increased free of charge, that training ball ID will be deleted from the ally character database.
[0133] FIG. 15 is a diagram for explaining an example of the collective strengthening screen. When the collective strengthening screen selection operation unit 32 on the ally character confirmation screen of FIG. 9B is tapped, the collective strengthening screen is displayed on the display 26. On the collective strengthening screen, images corresponding to ally characters whose character level, skill level, and / or equipment rank can be increased among the ally characters corresponding to the ally character IDs linked to the player ID are displayed. Note that the player can check all of the ally characters whose character level, skill level, and / or equipment rank can be increased by performing a slide operation on the collective strengthening screen.
[0134] Furthermore, in the ally character database, when information indicating that the first sync function or the second sync function is available is linked to an ally character ID, a sync band 34 is displayed superimposed on the image of the ally character corresponding to the ally character ID, as shown in Fig. 15. This notifies the ally character on which the sync band 34 is displayed that the first sync function or the second sync function is available. Note that the display mode of the sync band 34 may be different depending on whether only the first sync function is available, only the second sync function is available, or both the first and second sync functions are available.
[0135] As shown in FIG. 15, the collective reinforcement screen also displays a decision operation section 70a and a cancel operation section 70b.
[0136] In FIG. 15, the player can select one or more ally characters by tapping the image of the ally character. Then, when the decision operation unit 70a is operated with one or more ally characters selected, if the sync function is available for the selected ally character, the character level and skill level rise to the sync level, and the equipment rank rises to the sync rank. On the other hand, if the sync function is not available for the selected ally character, the character level, skill level, and equipment rank are raised as much as possible for a fee. In addition, in this embodiment, when the character level of the ally character is raised using the first sync function, the character level of the ally character cannot be returned to the character level before the use of the first sync function. However, when the character level of the ally character is raised using the first sync function, it may be possible to return the character level of the ally character to the character level before the use of the first sync function.
[0137] As described above, in the information processing system S, it is possible to increase the character level or equipment rank of all ally characters owned by the player that do not meet the synchro level or synchro rank, free of charge, up to the synchro level or synchro rank, based on the player's operation. This makes it possible to suppress the risk of an increase in the burden on the player when the player tries to train many of the ally characters he owns. Therefore, it is possible to suppress the risk of the player's motivation to play decreasing due to an increase in the burden on the player.
[0138] Furthermore, since the synchronization function is used based on the player's operation, it is possible to suppress the processing load on the player terminal 1 and the server 1000. Furthermore, it is possible to raise the character level or equipment rank to a level designated by the player within the range of the synchronization level or synchronization rank based on the player's operation. In other words, it is possible to stop the character level or equipment rank at a predetermined value designated by the player without raising it to the synchronization level or synchronization rank. This makes it possible to improve the strategic nature of the game.
[0139] For example, if the character level of an ally character is set to automatically synchronize with the sync level, then each time the reference value of the sync level is updated (increased), it is necessary to execute a process to synchronize the character level of the ally character that is to be enhanced for free to the sync level.Similarly, if the equipment rank of an ally character is set to automatically synchronize with the sync rank, then each time the reference value of the sync rank is updated (increased), it is necessary to execute a process to synchronize the equipment rank of the ally character that is to be enhanced for free to the sync rank.
[0140] In this embodiment, the character level and equipment rank of the ally character that is to be strengthened free of charge up to the synchro level and synchro rank are updated based on the player's operation. This makes it possible to reduce the processing load on the player terminal 1 and the server 1000, since it is not necessary to execute the above-mentioned synchronization process every time the reference value of the synchro level or synchro rank is updated (increased).
[0141] In the case of a managed game, the types of ally characters that a player can own tend to increase due to character releases accompanying the long-term management. Therefore, when performing synchronization processing, the number of ally characters to be synchronized becomes huge, and there is a concern that the processing load on the player terminal 1 and the server 1000 will increase. In this way, when the number of ally characters owned by a player becomes huge, there is a concern that the processing load will increase if the synchronization processing is automatically performed. However, according to this embodiment, since the character level and equipment rank are updated based on the player's operation, it is possible to suppress the risk of an increase in the processing load when the character level and equipment rank of all ally characters owned by the player are raised to the synchronization level and synchronization rank.
[0142] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that, here, a basic communication processing for progressing the game and an example of a main communication processing related to free increase of parameters will be described, and a description of other processing will be omitted.
[0143] (Functional configuration of player terminal 1) 16 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0144] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Note that the programs listed in Fig. 16 are just examples, and the terminal-side game control program includes many other programs.
[0145] The data storage area 12b is provided with a game information storage area 90 and a player information storage area 91 as storage areas for storing data. Note that the above-mentioned storage areas are merely examples, and the data storage area 12b is provided with many other storage areas.
[0146] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.
[0147] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81 and a display control program 82, causing them to function as a battle game execution unit 81a and a display control unit 82a, respectively.
[0148] The game execution control unit 80a controls the progress of the entire game. For example, when logging in, the game execution control unit 80a transmits login information to the server 1000. The game execution control unit 80a also controls the transition of the normal screen. When the game information of the entire game is updated, the game execution control unit 80a receives the game information from the server 1000 and stores it in the game information storage unit 90.
[0149] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0150] The display control unit 82a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.
[0151] (Functional configuration of server 1000) 17 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0152] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. Note that the programs listed in Fig. 17 are just examples, and the server-side game control program includes many other programs.
[0153] The data memory area 1012b is provided with a game information memory area 1090 and a player information memory area 1091 as memory areas for storing data. Note that the above-mentioned memory areas are merely examples, and the data memory area 112b is provided with many other memory areas.
[0154] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a.
[0155] Specifically, the CPU 1010 runs a game execution control program 1080, causing the computer to function as a game execution control unit 1080a. Similarly, the CPU 1010 runs a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084, causing them to function as a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a, respectively.
[0156] The game execution control unit 1080a controls the progress of the entire game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the player information storage unit 1091. The player information includes the above-mentioned ally character database. Furthermore, when the game information of the entire game is updated, the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to acquire it.
[0157] The battle game executing unit 1081a is responsible for control for executing the battle game.
[0158] When a training ball is used, the training ball management unit 1082a updates the ally character database and stores the training ball ID in association with the ally character ID of the ally character.
[0159] When an operation to change (increase) a parameter is performed through the ally character detail screen or the collective strengthening screen, the parameter change unit 1083a changes (increases) the parameter in accordance with the operation.
[0160] The synchronization function management unit 1084a determines the ranking based on the character level value of the ally characters owned by the player, and determines the character level value corresponding to a predetermined ranking (in this embodiment, the top 30th) as the synchronization level. Then, the ally character database is updated, and the ally character ID of the ally character with the determined synchronization level is associated with information to be used as the reference value of the synchronization level and stored.
[0161] Furthermore, the synchronization function management unit 1084a updates the ally character database to associate and store information indicating that the first synchronization function is available with the ally character IDs of ally characters whose character levels are below the synchronization level.
[0162] The synchronization function management unit 1084a also determines the ranking based on the equipment rank value of the ally character owned by the player, and determines the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 30th) as the synchronization rank. Then, the ally character database is updated, and the ally character ID of the ally character of the determined synchronization rank is associated with information to be used as the reference value of the synchronization rank and stored.
[0163] Furthermore, the synchronization function management unit 1084a updates the ally character database to associate and store information indicating that the second synchronization function is available with the ally character IDs of ally characters whose equipment rank is less than the synchronization rank.
[0164] (Specific Processing in Player Terminal 1 and Server 1000) FIG. 18 is a flowchart for explaining the synchronization management process in the server 1000. The synchronization management process is executed in the server 1000 at a predetermined opportunity set in advance. The predetermined opportunity may be, for example, the timing when the player starts a game application in the player terminal 1 and transmits login information to the server 1000. The predetermined opportunity may be, for example, the timing when an ally character confirmation screen is displayed in the player terminal 1. The predetermined opportunity may be, for example, the timing when an ally character detail screen is displayed in the player terminal 1. The predetermined opportunity may be, for example, the timing when a strengthening screen is displayed collectively in the player terminal 1. The predetermined opportunity may be, for example, the timing when a screen transition is performed in the player terminal 1.
[0165] When the synchronization management process is executed, the synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player (S1-1).The synchronization function management unit 1084a then sets the character level value corresponding to a predetermined ranking (in this embodiment, the top 30) among the determined rankings as the synchronization level (S1-2).
[0166] The synchronization function management unit 1084a also determines the ranking based on the equipment level of the ally character owned by the player (S1-3).The synchronization function management unit 1084a then sets the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 30) from among the determined rankings as the synchronization rank (S1-4).
[0167] The synchronization function management unit 1084a updates the ally character database based on the settings made in steps S1-2 and S1-4 above, and stores, for each ally character ID, information on whether or not to set the synchronization level as the reference value, information on whether or not to set the synchronization rank as the reference value, and information on whether or not the synchronization function is available (S1-5).
[0168] Furthermore, the synchronization function management unit 1084a sets the ally character database updated in step S1-5 above so that it can be acquired by the player terminal 1 (S1-6).
[0169] Fig. 19 is a flowchart for explaining the ally character detail screen processing in the player terminal 1. When the ally character detail screen processing is displayed on the display 26, the ally character detail screen processing shown in Fig. 19 is executed. In the ally character detail screen processing, when a training ball is used via the training ball list pop-up 55 shown in Fig. 12A and an equipment rank is determined via the rank-up confirmation pop-up 56 shown in Fig. 12B and the decision operation unit 56c is operated (YES in P1-1), the game execution control unit 80a transmits training ball use information including a training ball ID linked to the used training ball, the ally character for which the training ball was used, and the determined equipment rank to the server 1000 (P1-2).
[0170] In addition, if a training ball ID is linked to an ally character displayed on the ally character detail screen based on the ally character database (YES in P1-3), the display control unit 82a displays on the display 26 an ally character detail screen showing a training ball band 57 as shown in Figures 13A and 14A (P1-4).
[0171] Furthermore, if, based on the ally character database, information indicating that the first sync function or the second sync function can be used is linked to the ally character displayed on the ally character detail screen (YES in P1-5), the display control unit 82a displays on the display 26 an ally character detail screen on which a sync band 34 as shown in Figures 9B and 11A is displayed (P1-6).
[0172] Furthermore, when an operation to change a parameter is performed (YES in P1-7), the game execution control unit 80a transmits parameter change information indicating the parameter to be changed to the server 1000 (P1-8).
[0173] In addition, if the ally character database has been changed (YES in P1-9), the display control unit 82a updates and displays the ally character detail screen based on the changed ally character database, displays the free equipment completion pop-up 60 shown in FIG. 10B or FIG. 13B, or displays the free level enhancement completion pop-up 62 shown in FIG. 11B or FIG. 14B (P1-10).
[0174] 20 is a flowchart explaining the parameter change process in the server 1000. When the training ball management unit 1082a receives training ball use information (YES in S2-1), it updates the ally character database by linking the training ball ID to the ally character ID and storing them based on the training ball use information (S2-2). In addition, the training ball management unit 1082a sets the updated ally character database so that it can be acquired by the player terminal 1 (S2-3).
[0175] Furthermore, when the parameter change unit 1083a receives parameter change information (YES in S2-4) and the sync function is used (YES in S2-5), the parameter change unit 1083a executes a parameter change process (S2-6) for changing the parameters of the character level or equipment rank of the ally character free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes the parameters of the character level or equipment rank of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, when the character level of the ally character is raised free of charge to the sync level, the sync function management unit 1084a deletes information indicating that the first sync function linked to the ally character ID is available. Furthermore, when the equipment rank of the ally character is raised free of charge to the sync rank, the sync function management unit 1084a deletes information indicating that the second sync function linked to the ally character ID is available.
[0176] Furthermore, when the training ball function is used (YES in S2-7), the parameter change unit 1083a executes a parameter change process (S2-8) for changing the parameters of the character level or equipment rank of the ally character free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes the parameters of the character level or equipment rank of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, when the training ball management unit 1082a has finished increasing all the parameters associated with the training ball ID free of charge, it deletes the training ball ID from the ally character database.
[0177] Also, if the synchronization function and the training ball function are not used (YES in S2-9), the parameter change unit 1083a executes a parameter change process (S2-10) for changing the parameters of the ally character for a fee, and updates the ally character database. That is, the character level is increased by consuming items such as in-game currency and experience value materials owned by the player. Alternatively, the equipment rank is increased by consuming items such as various equipment and in-game currency owned by the player.
[0178] Furthermore, the parameter change unit 1083a sets the ally character database updated in the above steps S2-6, S2-8, and S2-10 so that it can be acquired by the player terminal 1 (S2-11).
[0179] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, and a display control program 82. The player terminal 1 also functions as a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a. The server 1000 is provided with a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. The server 1000 also functions as a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a. However, some or all of these programs and function units may be provided in one or both of the player terminal 1 and the server 1000.
[0180] In the above embodiment, the division of the processes between the player terminal 1 and the server 1000 is merely an example. For example, each process described above may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0181] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed appropriately without departing from the scope of the present invention.
[0182] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0183] (Processing performed by a computer) A process of determining a ranking based on the values of predetermined parameters (in the above embodiment, as examples, character level and equipment rank) linked to the game medium owned by the player, and storing the values of the predetermined parameters corresponding to the predetermined ranking as reference values (in the above embodiment, as examples, synchro level and synchro rank) (in the above embodiment, as examples, steps S1-2, S1-4, and S1-5). A process that enables the value of a specified parameter to be updated in accordance with a specified condition based on the player's operation for game media owned by the player, for which the value of a specified parameter relative to a reference value satisfies a specific condition (in the above embodiment, as an example, the value is equal to or greater than the reference value). (In the above embodiment, as an example, steps S2-9, S2-10, and S2-11.) A process that enables the value of a specified parameter to be updated based on the player's operation in accordance with advantageous conditions that are more advantageous to the player than the specified conditions, within a range up to the reference value, for all game media owned by the player whose value of a specified parameter relative to a reference value does not satisfy a specific condition (in the above embodiment, as an example, the value is less than the reference value) (in the above embodiment, as an example, steps S2-5 to S2-8 and step S2-11).
[0184] The predetermined condition may include consuming consumable game media associated with the player. The advantageous condition may include not consuming the consumable game medium associated with the player. In the above embodiment, the advantageous condition is not limited to not consuming the consumable game medium. For example, the advantageous condition may be a condition in which the amount of the consumable game medium consumed is less than that of a predetermined condition. In addition, the advantageous condition may be a condition in which a different consumable game medium that is less difficult to obtain is consumed than the consumable game medium consumed under the predetermined condition.
[0185] The computer may be caused to perform a process of determining the display mode of identification information corresponding to the game medium owned by the player based on whether the value of a predetermined parameter relative to a reference value satisfies a specific condition (in the above embodiment, as an example, step P1-10). The computer may be caused to execute a process of displaying a list of the identification information on a display screen in the determined display format (step P1-10 in the above embodiment, as an example).
[0186] For a game medium in which the value of a specified parameter has been updated to a reference value due to advantageous conditions, the value of the specified parameter may be further updated based on specified conditions (in the above embodiment, as an example, steps S2-9, S2-10, and S2-11).
[0187] In the above embodiment, the information on whether or not to use the reference value of the synchro level, the information on whether or not to use the reference value of the synchro rank, the information on whether or not the first synchro function can be used, and the information on whether or not the second synchro function can be used are stored in association with the character database for each ally character ID. However, these pieces of information do not have to be stored in association with the character database. For example, when the server 1000 receives parameter change information from the player terminal 1, the server 1000 may derive the synchro level and the synchro rank by referring to the character database. The server 1000 may update the character level of an ally character below the synchro level free of charge, and update the character level of an ally character at or above the synchro level for a fee. The server 1000 may also update the equipment rank of an ally character below the synchro rank free of charge, and update the equipment rank of an ally character at or above the synchro rank for a fee. The server 1000 may also check whether there is any problem with the update content of the character level and the update content of the equipment rank, and if there is no problem, update the character level and the equipment rank. Furthermore, the server 1000 may check whether there are any problems with the update contents of the character level and the update contents of the equipment rank, and if there is a problem, may not execute the update of the character level or the equipment rank.
[0188] Also, the player terminal 1 may derive the synchronization level and the synchronization rank by referring to the latest character database acquired from the server 1000. Also, when the character database is updated in the server 1000, the player terminal 1 may acquire the updated character database and derive the synchronization level and the synchronization rank by referring to the acquired latest character database. Then, the player terminal 1 may display an ally character confirmation screen, an ally character detail screen, a collective strengthening screen, and the like, based on the derived synchronization level and synchronization rank. Also, when the player performs an operation to change the character level of an ally character, the player terminal 1 may transmit parameter change information to the server 1000, the parameter change information including information that can identify whether the character level of the ally character is below the synchronization level or is equal to or higher than the synchronization level. Also, when the player performs an operation to change the equipment rank of an ally character, the player terminal 1 may transmit parameter change information to the server 1000, the parameter change information including information that can identify whether the equipment rank of the ally character is below the synchronization rank or is equal to or higher than the synchronization rank.
[0189] In addition, in the above embodiment, a case has been shown in which a character level can be increased by consuming items owned by the player, such as in-game currency and experience point materials, but a character level may also be increased based on experience points accumulated by winning a battle game.
[0190] In the above embodiment, the ranking is determined based on the character level value of the ally character owned by the player, and the character level value corresponding to a predetermined ranking (top 30th place) is set as the reference value of the synchro level, but this is not limited to the above. For example, the character level of the ally character with the lowest character level value among the ally characters set by the player in a predetermined frame may be set as the reference value of the synchro level. Alternatively, the character level of any ally character specified by the player may be set as the reference value of the synchro level.
[0191] In the above embodiment, the ranking is determined based on the equipment rank value of the ally character owned by the player, and the equipment rank value corresponding to a predetermined ranking (top 30th place) is set as the reference value of the synchronization rank, but this is not limited to the above. For example, the equipment rank of the ally character with the lowest equipment rank value among the ally characters set by the player in a predetermined frame may be set as the reference value of the synchronization rank. Alternatively, the equipment rank of any ally character specified by the player may be set as the reference value of the synchronization rank.
[0192] In the above embodiment, the case where the sync function is enabled for the character level and the equipment rank is described, but the targets for which the sync function is enabled are not limited to these. For example, the rank and rarity of an ally character may be the target of the sync function. The level and rank of a specific skill of an ally character may be the target of the sync function. The number of weapons and armor that can be equipped to an ally character, or the number of skills that an ally character can acquire may be the target of the sync function. The level, rank, and rarity of equipment such as weapons and armor owned by the player may be the target of the sync function. The level, rank, and rarity of synthesis materials owned by the player may be the target of the sync function.
[0193] In the above embodiment, the case was shown where all ally characters owned by the player who do not meet the synchro level or synchro rank can use the synchro function, but a limit may be placed on the number of ally characters that can use the synchro function (for example, up to 10). Alternatively, an item that enables the synchro function may be provided, and only ally characters that use the item may be allowed to use the synchro function.
[0194] Also, an upper limit of the character level may be set according to the type of ally character. Then, when the synchro level is higher than the set upper limit of the character level, the synchro function may be used to change the character level free of charge within the range of the set upper limit of the character level. Alternatively, when the synchro level is higher than the set upper limit of the character level, the synchro function may be used to change the character level free of charge within the range of the synchro level beyond the set upper limit of the character level.
[0195] The information processing program for executing the processes in the above-described embodiment may be stored in a non-transitory storage medium readable by a computer and provided as the non-transitory storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above-described embodiment may also be provided as an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0196] 1 Player terminal 1000 servers S Information Processing System
Claims
1. determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; An information processing program that causes a computer to carry out the above.
2. The predetermined condition is: Consuming consumable game media associated with the player; The advantageous conditions are: not consuming the consumable game media associated with the player; The information processing program according to claim 1 .
3. determining a display mode of identification information corresponding to the game medium owned by a player based on whether or not a value of the predetermined parameter with respect to the reference value satisfies the specific condition; A process of displaying a list of the identification information on a display screen in the determined display mode; 2. The information processing program according to claim 1, which causes a computer to execute the steps of:
4. With respect to the game medium in a state in which the value of the predetermined parameter has been updated to the reference value under the advantageous condition, the value of the predetermined parameter can be further updated based on the predetermined condition. The information processing program according to any one of claims 1 to 3.
5. 1. An information processing method performed by one or more computers, comprising: determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; An information processing method comprising:
6. An information processing system including one or more computers, The computer, determining a ranking based on a value of a predetermined parameter associated with a game medium owned by the player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process for updating a value of the predetermined parameter according to a predetermined condition based on an operation by a player for the game media owned by the player, the value of the predetermined parameter corresponding to the reference value satisfying a specific condition; a process for updating, based on a player's operation, the value of the predetermined parameter of the game media owned by the player, the value of the predetermined parameter of which does not satisfy the specific condition relative to the reference value, within a range up to the reference value, in accordance with a favorable condition that is more favorable to the player than the predetermined condition; An information processing system that carries out the above.
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